public Vector2 GetBulletVelocity(int i) { var variance = FloatMath.GetRangedRandom(-BULLET_ANGLE_VARIANCE, +BULLET_ANGLE_VARIANCE); var angle = FloatMath.AddRads(Rotation.ActualValue + i * TRISHOT_BARREL_ANGLE, variance); return(new Vector2(1, 0).Rotate(angle) * BULLET_INITIAL_SPEED); }
public Vector2 GetBulletVelocity() { var variance = FloatMath.GetRangedRandom(-MG_BULLET_ANGLE_VARIANCE, +MG_BULLET_ANGLE_VARIANCE); var angle = FloatMath.AddRads(Rotation.ActualValue, variance); return(new Vector2(1, 0).Rotate(angle) * MG_BULLET_INITIAL_SPEED); }