void Update() { if (FlashLight != null) { Vector3 d = Camera.main.ScreenToWorldPoint(Input.mousePosition) - gameObject.transform.position; Vector2 dist = new Vector2(d.x, d.y); dist.Normalize(); float angle = Mathf.Rad2Deg * -Mathf.Atan2(dist.y, dist.x); FlashLight.transform.eulerAngles = new Vector3(angle, 90, 0); if (Input.GetMouseButtonDown(0)) { GameObject wave = Instantiate(WavePrefab); wave.name = "Wave"; wave.GetComponent <WaveActions>().Velocity = new Vector3(dist.x, dist.y, 0); wave.GetComponent <WaveActions>().transform.eulerAngles = new Vector3(0, 0, -angle); wave.GetComponent <WaveActions>().transform.position += new Vector3(gameObject.transform.position.x + 1.5f * dist.x, gameObject.transform.position.y + 1.5f * dist.y, 0); wave.GetComponent <WaveActions>().transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); } } if (_animator != null) { _animator.SetFloat("velocityX", _moveScript.GetVelX()); _animator.SetFloat("velocityY", _moveScript.GetVelY()); } }
// Update is called once per frame void Update() { if (_animator != null) { _animator.SetFloat("velocityX", _moveScript.GetVelX()); _animator.SetFloat("velocityY", _moveScript.GetVelY()); } }