private void SpawnVFX()
    {
        GameObject Vfx;

        if (firePoint)
        {
            Vfx = Instantiate(effectToSpawn, firePoint.transform.position, Quaternion.identity);
            if (rotateToMouse)
            {
                Vfx.transform.localRotation = rotateToMouse.getRotation();
            }
        }
    }
Exemple #2
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    void spawnVFX()
    {
        GameObject vfx; // i guess the way instantite() works this doesnt go out of scope

        //if(firePoint != null) {
        vfx = Instantiate(effectToSpawn, gameObject.transform.position, Quaternion.identity);    //firePoint.transform.position, Quaternion.identity);
        //}
        vfx.transform.right = rotateToMouse.getRotation();

        ProjectileMovement projectile = vfx.GetComponent <ProjectileMovement>();

        projectile.timeCreated = Time.timeSinceLevelLoad;

        // Destroy(vfx, 2.0f);
    }
Exemple #3
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    void SpawnVFX()
    {
        GameObject vfx;

        if (firePoint != null)
        {
            vfx = Instantiate(effectToSpawn, firePoint.transform.position, Quaternion.identity);
            ProjectileMove vfxMoveController = vfx.GetComponent <ProjectileMove>();
            vfxMoveController.whoShooting = gameObject;

            if (rotateToMouse != null)
            {
                vfx.transform.localRotation = rotateToMouse.getRotation();
            }
        }
        else
        {
            Debug.Log("no fire point");
        }
    }