//"shooooooot!" -arnold schwarzenegger void Shoot() { if (Time.time > nextShot) { nextShot = Time.time + fireRate; GameObject instantiatedGameObjectShot = Instantiate(shot, shotSpawn.position, shotSpawn.rotation) as GameObject; instantiatedShot = instantiatedGameObjectShot.GetComponent <MoveShot> (); instantiatedShot.playerNumb = playerNumb; if (OverKill == true) { instantiatedShot.overkill = true; } else { instantiatedShot.overkill = false; } if (Slayer == true) { instantiatedShot.shotSpeed = 15.0f; instantiatedShot.damageToDeal *= 2.0f; } instantiatedShot.shotSpeed = 20.0f; } }
//-------------------------------- // 3 - Shooting from another script //-------------------------------- /// <summary> /// Create a new projectile if possible /// </summary> public void Attack(bool isEnemy) { if (CanAttack) { shootCooldown = shootingRate; // Create a new shot var shotTransform = Instantiate(shotPrefab) as Transform; // Assign position shotTransform.position = transform.position; // The is enemy property Shot shot = shotTransform.gameObject.GetComponent <Shot>(); if (shot != null) { shot.isEnemyShot = isEnemy; } // Make the weapon shot always towards it MoveShot move = shotTransform.gameObject.GetComponent <MoveShot>(); if (move != null) { move.direction = this.transform.right; // towards in 2D space is the right of the sprite } } }
void Shoot() { if (Time.time > nextShot) { nextShot = Time.time + fireRate; GameObject instantiatedGameObjectShot = Instantiate(bullet, shotspawn.position, shotspawn.rotation) as GameObject; instantiatedShot = instantiatedGameObjectShot.GetComponent <MoveShot> (); if (upgrade) { instantiatedShot.shotSpeed = 25.0f; } instantiatedShot.playerNumb = playerNumb; instantiatedShot.damageToDeal = damageToDeal; } }
//stuff for spawning shot void SpawnTheBullet(Quaternion ang) { GameObject instantiatedGameObjectShot = Instantiate(shot, shotSpawn.position, ang) as GameObject; instantiatedShot = instantiatedGameObjectShot.GetComponent <MoveShot> (); instantiatedShot.playerNumb = playerNumb; instantiatedShot.damageToDeal = damageToDealWithShot; if (OverKill == true) { instantiatedShot.overkill = true; } else { instantiatedShot.overkill = false; } if (Slayer == true) { instantiatedShot.shotSpeed = 15.0f; instantiatedShot.damageToDeal *= 2.0f; } }