private bool changeFireRateRunning; //para nao mudar de novo enquanto rodando // Use this for initialization void Start() { audioSource = gameObject.GetComponent <AudioSource>(); //pegar audio source //GameObject bulletSpawnn = GameObject.Find("BulletSpawn"); bulletSpawn = gameObject.transform.GetChild(0); //pegar bulletSpawn BoxCollider2D gunBoxCollider2d = gameObject.GetComponent <BoxCollider2D>(); //posicionar bulletspawn no fim da arma float initialPosX = transform.localPosition.x + gunBoxCollider2d.size.x; Vector3 bulletSpawnPos = new Vector3(initialPosX, transform.localPosition.y, transform.localPosition.z); // + transform.right; bulletSpawn.transform.localPosition = bulletSpawnPos; //bulletSpawn.SetPositionAndRotation(bulletSpawnPos, bulletSpawn.rotation); user = gameObject.transform.parent.gameObject.transform.parent.gameObject; //pegar usuario da arma (partindo do pressuposto que a arma esta a um GunPivot abaixo do objeto) //target = user.GetComponent<EnemyControllerMonkey>().target; // jeito 1 de pegar o target IGetTarget myRef = user.GetComponent(typeof(IGetTarget)) as IGetTarget; //jeito 2 target = myRef.GetTarget(); //Debug.Log("Target Name: " + target.name); enemyControllerMonkey = user.GetComponent <EnemyControllerMonkey>(); tempo = 0f; canLookAtTarget = false; collisionMask = 1 << LayerMask.NameToLayer("PlayerBullet") | 1 << LayerMask.NameToLayer("EnemyBullet") | 1 << LayerMask.NameToLayer("Enemy") | 1 << LayerMask.NameToLayer("TestLayerMap") | 1 << LayerMask.NameToLayer("CameraWal") | 1 << LayerMask.NameToLayer("CameraCol"); //| 1 << LayerMask.NameToLayer("Character") ; //pegar layer corrente (bit shift + bit or) collisionMask = ~collisionMask; //todas menos as selecionadas (inverter) }
private void Awake() { gameManager = InstanceManager <GameManager> .GetInstance("GameManager"); objectPooler = InstanceManager <ObjectPooler> .GetInstance("ObjectPooler"); gameManager.Player = gameObject; #if UNITY_ANDROID targetGetter = new AndroidTargetGetter(); #elif UNITY_STANDALONE || UNITY_EDITOR || UNITY_WEBGL targetGetter = new PCTargetGetter(); #endif }