public void Attack() { if (player == null) { player = boss.player.GetComponent <Player>(); } Vector2 direction = ((player.transform.position + player.GetDirection() * Random.Range(0, 2)) - rotator.position).normalized; float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; rotator.eulerAngles = Vector3.forward * angle; WaterBulletCone bullets = Instantiate(bulletPattern, shootPoint.position, shootPoint.rotation).GetComponent <WaterBulletCone>(); bullets.mode = "explode"; }
public void Attack() { if (player == null) { player = boss.player.GetComponent <Player>(); if (enableFieldBlur) { BlurredVision fieldBlur = Instantiate(steam).GetComponent <BlurredVision>(); fieldBlur.SetTargets(player.gameObject, gameObject); } } Vector2 direction = ((player.transform.position + player.GetDirection() * Random.Range(0, 2)) - rotator.position).normalized; float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; rotator.eulerAngles = Vector3.forward * angle; WaterBulletCone bullets = Instantiate(bulletPattern, shootPoint.position, shootPoint.rotation).GetComponent <WaterBulletCone>(); bullets.mode = "explode"; bullets.speed = shotSpeed; }