void ManualShot() { NotShooting = false; //...setting shoot direction Vector3 shootDirection; shootDirection = Input.mousePosition; shootDirection.z = 0.0f; shootDirection = Camera.main.ScreenToWorldPoint(shootDirection); shootDirection = shootDirection - transform.position; //Debug.Log("ShootDirection: " + shootDirection); //...instantiating the laser GameObject bulletGO = (GameObject)Instantiate( bulletPrefab, bulletSpawn.position, bulletSpawn.rotation); actualShoot = bulletGO; Laser_bullet LBullet = bulletGO.GetComponent <Laser_bullet>(); LBullet.setRotation(transform.rotation); LBullet.setDamage(damage); laserCountdown = laserDuration; }
void Fire() { NotShooting = false; GameObject bulletGO = (GameObject)Instantiate( bulletPrefab, bulletSpawn.position, bulletSpawn.rotation); actualShoot = bulletGO; Laser_bullet LBullet = bulletGO.GetComponent <Laser_bullet>(); LBullet.setRotation(transform.rotation); LBullet.setDamage(damage); laserCountdown = laserDuration; }