// public Camera CameraHelper; void Update() { // shoot if "spacebar" or "numpad 0" or "numpad enter" is pressed if (Input.GetKey("space") && Time.time >= nextTimeToFire || Input.GetKey("[0]") && Time.time >= nextTimeToFire || Input.GetKey("enter") && Time.time >= nextTimeToFire) { // short interval till next shot nextTimeToFire = Time.time + (1f / fireRate); // Time.time + (1f / fireRate); Bullet = GameObject.Find("projektil"); // create bullet GameObject TempBulletHandler; TempBulletHandler = Instantiate(Bullet, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; Rigidbody TempRigidBody; TempRigidBody = TempBulletHandler.GetComponent <Rigidbody>(); // push bullet forward TempRigidBody.AddForce(transform.forward * BulletSpeed * 11); // war 222 Destroy(TempBulletHandler, 2.0f); RaycastHit getroffenesObj; // CameraHelper = Camera.main; if (Physics.Raycast(BulletEmitter.transform.position, BulletEmitter.transform.forward, out getroffenesObj, letzterPlatzfuerSchiessen)) { // PROBLEME MIT GESCHWINDIGKEIT Debug.Log(getroffenesObj.transform.name); Instantiate(Explosion, getroffenesObj.transform); Destroy(getroffenesObj.transform.gameObject); // Target //getroffenesObj = getroffenesObj.transform.GetComponent<Target>(); } } }
void schiesse() { // short interval till next shot nextTimeToFire = Time.time + (1f / fireRate); // create bullet GameObject TempBulletHandler; TempBulletHandler = Instantiate(Bullet, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; Rigidbody TempRigidBody; TempRigidBody = TempBulletHandler.GetComponent <Rigidbody>(); // push bullet forward TempRigidBody.AddForce(transform.forward * BulletSpeed * 11); // war 222 Destroy(TempBulletHandler, 2.0f); RaycastHit getroffenesObj; // CameraHelper = Camera.main; if (Physics.Raycast(BulletEmitter.transform.position, BulletEmitter.transform.forward, out getroffenesObj, letzterPlatzfuerSchiessen)) { Debug.Log(getroffenesObj.transform.name); Planet Placeholder = getroffenesObj.transform.GetComponent <Planet>(); // richtig? if (Placeholder != null) { Placeholder.nimmSchaden(Schaden); } } }