// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(1) && currentGrenades > 0) { currentGrenades--; //Instantiate the bullet and rotate. GameObject TemporaryBullet; TemporaryBullet = Instantiate(Grenade, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; //Get the Rigidbody component from the instantiated Bullet and give the bullet forward momentum. Rigidbody TempBody; TempBody = TemporaryBullet.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * BulletForce); } }
public void BulletInstantiate(Collider obj) { if (!loaded) { Timer = 0; if (gameObject.transform.childCount < 4) { GameObject TemporaryBullet; TemporaryBullet = Instantiate(bullet, obj.GetComponent <shooting>().bulletEmitter.transform.position, obj.GetComponent <shooting>().bulletEmitter.transform.rotation) as GameObject; TemporaryBullet.GetComponent <Bullet>().collisionEnable = false; TemporaryBullet.transform.Rotate(Vector3.left * 90); TemporaryBullet.transform.parent = obj.GetComponent <shooting>().transform; TemporaryBullet.GetComponent <Rigidbody>().useGravity = false; TemporaryBullet.GetComponent <Rigidbody>().detectCollisions = false; } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown("f")) { if (mineCount <= 0) { return; } mineCount--; //Instantiate the Mine and rotate. GameObject TemporaryBullet; TemporaryBullet = Instantiate(Mines, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; //Get the Rigidbody component from the instantiated Mine and give the bullet Mine momentum. Rigidbody TempBody; TempBody = TemporaryBullet.GetComponent <Rigidbody>(); TempBody.AddForce(transform.forward * BulletForce); } }