public void Fire(WormCharacter shooter, WeaponType typeWeapon, Vector2 startPos, Vector2 dir, float forceFactor = 1) { GameObject ammo = Instantiate(db.ListWeapons[(int)typeWeapon - 1].prefab); AmmoComponent ammoComponent = ammo.GetComponent <AmmoComponent>(); Physics2D.IgnoreCollision(shooter.GetComponent <Collider2D>(), ammoComponent.AmmoCollider); ammoComponent.Direction = dir; ammoComponent.DamageRadius = db.ListWeapons[(int)typeWeapon - 1].damageRadius; ammoComponent.Damage = db.ListWeapons[(int)typeWeapon - 1].damage; ammoComponent.Force = db.ListWeapons[(int)typeWeapon - 1].force * forceFactor; ammo.transform.position = startPos; }
private void Start() { wormCharacter = GetComponent <WormCharacter>(); wormInventory = GetComponent <WormInventory>(); wormAttack = GetComponent <WormAttack>(); }
private void Start() { wormCharacter = GetComponent <WormCharacter>(); wormState = GetComponent <WormInfo>(); }