public void Shoot() { Projectile p = Instantiate(projectilePrefab).GetComponent <Projectile> (); p.transform.position = transform.position; Vector3 direction = transform.position - planet.position; direction.Normalize(); Vector3 center = direction * model.fireDispersion + transform.position + direction; float xRand = Random.Range(0f, Mathf.PI); float yRand = Random.Range(0f, Mathf.PI); Vector3 randomPoint = new Vector3(Mathf.Cos(xRand), Mathf.Sin(yRand), 0f) * model.fireDispersion + center; direction = randomPoint - transform.position; direction.Normalize(); p.InitProjectile(model.damage + equipment.GetDamage(), model.fireSpeed, direction, tag); }
public override int GetDamage() { return(equipment.GetDamage() + damage); }