protected IEnumerator ShootingRoutine() { for (int i = 0; i < numBullets; ++i) { Shootable shootable = Instantiate(bulletPrefab); shootable.OnShot(transform); yield return(new WaitForSeconds(bulletFrequency)); } }
void Update() { Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 dir = mousePos - transform.position; transform.rotation = Quaternion.FromToRotation(Vector2.up, dir); if (Input.GetButtonDown("Fire")) { if (shootableObject.gameObject.activeInHierarchy) { shootableObject.gameObject.SetActive(false); } else { shootableObject.OnShot(transform); } } }