public void EnemyShooting() { //Disparo enemigo FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; newFireBall.GetComponent <Rigidbody2D>().AddForce(Vector2.right * -this.transform.localScale.x * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
void Fire() { FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; Vector2 _playerPosition = (_player.transform.position + correction) - _shootPoint.transform.position; newFireBall.GetComponent <Rigidbody2D>().AddForce(_playerPosition * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
public void Shooting() { FireBall newFireBall = Instantiate(_fireShoot); newFireBall.transform.position = _shootPoint.transform.position; newFireBall.transform.localScale = this.transform.localScale; AudioSource.PlayClipAtPoint(_shootClip, this.transform.position); newFireBall.GetComponent <Rigidbody2D>().AddForce(Vector2.right * this.transform.localScale.x * _shootForce, ForceMode2D.Impulse); newFireBall.SetDamage(_fireBallDamage); }
public void SpawnFireBall() { if (fireBall != null) { GameObject ball = Instantiate(fireBall, transform.position, Quaternion.identity); FireBall fir = ball.GetComponent <FireBall>(); Transform t = FindClosestTarget(); fir.SetDamage(damage); if (t != null) { // note t may be destroyed fir.SetDirection(-(transform.position - t.position)); } } }
IEnumerator Attack() { playerState = PlayerState.Attack; animator.SetTrigger("Attack"); isCanAttack = false; FireBall fireBall = Instantiate(fireBallPrefab, firePoint.position, Quaternion.identity); fireBall.SetDamage(damage); float tempAttackColdTime = 0; while (tempAttackColdTime < attackColdDown) { tempAttackColdTime += Time.deltaTime; yield return(0); } isCanAttack = true; }