void Update()
 {
     if (game_start)
     {
         for (int i = 0; i < arrow_queue.Count; i++)
         {
             GameObject temp = arrow_queue[i];
             //collot arrow when arrow count is >7, or out of broader
             if (temp.transform.position.z > 30 || arrow_queue.Count > 7)
             {
                 arrow_factory.FreeArrow(arrow_queue[i]);
                 arrow_queue.Remove(arrow_queue[i]);
             }
         }
     }
 }
Exemple #2
0
 void Update()
 {
     if (game_start)
     {
         arrow_factory.FreeArrow();
     }
 }
Exemple #3
0
 void Update()
 {
     if (game_start)
     {
         Vector3 mpos = Camera.main.ScreenPointToRay(Input.mousePosition).direction;
         if (Input.GetButtonDown("Fire1"))
         {
             Shoot(mpos * 15);
         }
         if (arrow == null)
         {
             arrow = arrow_factory.GetArrow();
             arrow.transform.position = bow.transform.position;
             arrow.gameObject.SetActive(true);
             arrow.GetComponent <Rigidbody>().isKinematic = true;
         }
         bow.transform.LookAt(mpos * 30);
         arrow.transform.LookAt(mpos * 30);
         arrow_factory.FreeArrow();
     }
 }