public void AddRowWithLaser(LaserTrigger trigger) { AddRow(); float laser_y = Mathf.Ceil(trigger.transform.position.y / 32) * 32; AddLaser(laser_y, trigger.LeftSide, trigger.RightSide); }
public void OnLaserTrigger(Collider2D other, LaserTrigger trigger) { if (canShoot && other.tag == "hittable") { Vector2 laserDirection = (trigger.transform.position - firepoint.position).normalized; other.gameObject.SendMessage("HitByRay", laserDirection); } }
public void OnLaserTrigger(Collider2D other, LaserTrigger trigger) { if (beingHitByLaser && other.tag == "hittable") { Vector2 laserDirection = GetDirection(trigger == horizontalLaserTrigger); other.gameObject.SendMessage("HitByRay", laserDirection); } }
private void OnTriggerEnter2D(Collider2D collider) { if (collider.tag == "IgnoreLasers") { return; } if (damage == null) { return; } damage.ApplyDamage(collider.gameObject); LaserTrigger effect = GameManager.ObjectPooler.Get <LaserTrigger>(); effect.Initialize(transform.position); Disable(); }
void Start() { lt = FindObjectOfType <LaserTrigger>(); }
void Start() { laserTrigger = transform.parent.GetComponent <LaserTrigger>(); laserTrigger.laserLight = gameObject; }