void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            // TODO: Shoot a bullet!
            //       Instantiate it and get a reference of its Bullet Component.
            //       You're going to need it ;)
            var bullet = Instantiate(mBulletPrefab, transform.position, transform.rotation).GetComponent <Bullet>();
            bullet.name = mBulletPrefab.name;
            // TODO: Set the direction of the bullet
            //       Use the SetDirection() function from the Bullet class
            bullet.SetDirection(mMegaManRef.GetFacingDirection());

            // TODO: Play the mBusterSound!
            mBusterSound.Play();

            // Set animation params
            mShooting = true;
            mTime     = 0.0f;
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }
Example #2
0
    void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            GameObject bulletObject = Instantiate(mBulletPrefab, transform.position, Quaternion.identity
                                                  );
            Vector2 bulletdirection = mMegaManRef.GetFacingDirection();
            Bullet  cc = bulletObject.GetComponent <Bullet>();

            cc.SetDirection(bulletdirection);

            mBusterSound.Play();


            mShooting = true;
            mTime     = 0.0f;
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }
Example #3
0
    void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            GameObject bulletObject = Instantiate(mBulletPrefab, transform.position, Quaternion.identity);       //Call instantiate
            Bullet     bullet       = bulletObject.GetComponent <Bullet>();

            bullet.SetDirection(mMegaManRef.GetFacingDirection());

            //       and using MegamanRef GetFacingDirection() function



            // Set animation params
            mShooting = true;
            mTime     = 0.0f;
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }
Example #4
0
    void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            // TODO: Shoot a bullet!
            //       Instantiate it and get a reference of its Bullet Component.
            //       You're going to need it ;)
            GameObject newBullet = Instantiate(mBulletPrefab);
            newBullet.transform.position = this.transform.position;
            Bullet bulletScript = newBullet.GetComponent <Bullet>();
            // TODO: Set the direction of the bullet
            //       Use the SetDirection() function from the Bullet class
            Vector2 megaManDirection = mMegaManRef.GetFacingDirection();
            bulletScript.SetDirection((megaManDirection == EMPTY_VECTOR ? DEFAULT_DIRECTION : megaManDirection));
            // TODO: Play the mBusterSound!
            mBusterSound.Play();
            // Set animation params
            mShooting = true;
            mTime     = 0.0f;
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }
Example #5
0
    void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            // Shoot bullet
            GameObject bulletObject = Instantiate(mBulletPrefab, transform.position, Quaternion.identity) as GameObject;
            Bullet     bullet       = bulletObject.GetComponent <Bullet>();

            // Set direction of bullet
            bullet.SetDirection(mMegaManRef.GetFacingDirection());

            // Set animation params
            mShooting = true;
            mTime     = 0.0f;

            // Play sound
            mBusterSound.Play();
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }
Example #6
0
    void Update()
    {
        if (Input.GetButtonDown("Fire"))
        {
            // TODO: Shoot a bullet!
            //       Instantiate it and get a reference of its Bullet Component.
            //       You're going to need it ;)
            GameObject bulletObject = Instantiate(mBulletPrefab, transform.position, Quaternion.identity);      //Call instantiate
            // Bullet bullet =        //Get the Bullet Component

            // TODO: Set the direction of the bullet
            //       Use the SetDirection() function from the Bullet class
            //       and using MegamanRef GetFacingDirection() function

            Vector2 bulletdirection = mMegaManRef.GetFacingDirection();
            Bullet  Boo             = bulletObject.GetComponent <Bullet>();
            Debug.Log("dir" + bulletdirection);

            Boo.SetDirection(bulletdirection);

            // TODO: Play the mBusterSound!
            mBusterSound.Play();
            // Set animation params
            mShooting = true;
            mTime     = 0.0f;
        }

        if (mShooting)
        {
            mTime += Time.deltaTime;
            if (mTime > kShootDuration)
            {
                mShooting = false;
            }
        }

        UpdateAnimator();
    }