private void Shoot() { GameObject waterBaloon = (GameObject)Instantiate(WaterBaloonPrefab, WaterBaloonSpawn.position, WaterBaloonSpawn.rotation); //waterBaloon.GetComponent<Rigidbody>().velocity = waterBaloon.transform.forward * _shootVelocity; WaterBaloon waterBaloonTemp = waterBaloon.GetComponent <WaterBaloon>(); if (waterBaloonTemp != null) { //waterBaloonTemp.Seek(_target); } NetworkServer.Spawn(waterBaloon); Destroy(waterBaloon, 2); }
// Update is called once per frame void Update() { if (isFiring) { shotCounter -= Time.deltaTime; if (shotCounter < 0) { shotCounter = timeBeetweenShots; WaterBaloon newWaterBaloon = Instantiate(waterBaloonShot, firePoint.position, firePoint.rotation) as WaterBaloon; newWaterBaloon.bulletSpeed = baloonSpeed; } } else { shotCounter = 0; } }