// Use this for initialization void Start() { BulletOrigin b = GetComponent <BulletOrigin>(); if (b != null) { player = b.GetPlayer(); } StartCoroutine(head()); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var data = new BulletOrigin { origin = math.float3(transform.position) }; dstManager.AddComponentData(entity, data); var data2 = new BulletDirection { direction = math.float3(direction) }; dstManager.AddComponentData(entity, data2); }
private void Shoot() { GeneralTransform objGeneralTransform = BulletOrigin.TransformToVisual(Application.Current.RootVisual); Bullet bullet = new Bullet(Bullet(), 180 - ProjectoryAngle, objGeneralTransform.Transform(new Point(0, 0)), this.ImpactDamage, ttLive); bullet.Position += BulletProjectory(); if (CollisionTargets != null) { bullet.AddCollisionTargets(CollisionTargets); } BulletEngine.Add <Bullet>(bullet); _bulletLastFired = DateTime.Now; }