public override bool Shoot(GameObject target, Vector3 aimDir) { //Vector3 target1 = owner.GetGameObject().GetComponent<BRRoom1BossCombat>(). // weaponTarget.transform.position; Vector3 direction = sockets[0].transform.position; direction = direction.normalized; GameObject bulletObj = MonoBehaviour.Instantiate(bulletPrefab, sockets[0].position , /*Quaternion.identity*/ sockets[0].rotation) as GameObject; Bullet bullet = bulletObj.GetComponent <Bullet>(); StraightShotBullet speedBullet = bulletObj.GetComponent <StraightShotBullet>(); //speedBullet.speed = 0.0f; //speedBullet.lifeTime = 800f; float rndScaleX = Random.Range(3, 8); //float rndScaleY = Random.Range(1, 3); //bulletObj.GetComponent<CircleCollider2D>().radius = 0.4f * rndScaleX;//to change bulletObj.transform./*GetChild(0).gameObject.transform.*/ localScale = new Vector3(rndScaleX, rndScaleX, 1f); bullet.Init(owner, direction, bulletSpeed, damage, range, bulletColor); return(true); }
public override bool Shoot(GameObject target, Vector3 aimDir) { Vector3 direction = sockets[0].transform.position; direction = direction.normalized; GameObject bulletObj = MonoBehaviour.Instantiate(bulletPrefab, sockets[0].position , sockets[0].rotation) as GameObject; Bullet bullet = bulletObj.GetComponent <Bullet>(); StraightShotBullet speedBullet = bulletObj.GetComponent <StraightShotBullet>(); float rndScaleX = Random.Range(3, 8); bulletObj.transform./*GetChild(0).gameObject.transform.*/ localScale = new Vector3(rndScaleX, rndScaleX, 1f); bullet.Init(owner, direction, bulletSpeed, damage, range, bulletColor); return(true); }