protected override void formatSpawn(Castable spawn)
        {
            float angle = -Mathf.Deg2Rad * UnityEngine.Random.Range(0, 180);
            //The y-coordinate in the rotation formula is not necesarry as we're rotating from <-1, 0> (Vector2.left)
            float x = -1 * Mathf.Cos(angle);
            float y = -1 * Mathf.Sin(angle);

            spawn.GetComponent <Rigidbody2D> ().velocity = new Vector2(x * Speed, y * Speed);
        }
Example #2
0
        protected void formatSpawn(Castable spawn)
        {
            spawn.AssignModifier(damageModifier);
            //Move bolt to top of volcano
            spawn.transform.position = transform.position + new Vector3(0, 1.5f);

            //Calculate a random direction to shoot the bolt.
            float angle = -Mathf.Deg2Rad * UnityEngine.Random.Range(0, 180);
            //The y-coordinate in the rotation formula is not necesarry as we're rotating from <-1, 0> (Vector2.left)
            float x = -1 * Mathf.Cos(angle);
            float y = -1 * Mathf.Sin(angle);

            spawn.GetComponent <Rigidbody2D> ().velocity = new Vector2(x * Speed, y * Speed);
        }