// Use this for initialization
    void Start()
    {
        smallClone = gameObject;
        player     = FindObjectOfType <charactermovement2> ();

        spread          = player.activeWeapon.spread / 100;
        projectileSpeed = player.activeWeapon.projectileSpeed;
        lifetime        = player.activeWeapon.projectileLifetime;

        Destroy(gameObject, lifetime);

        Vector3 aimPos = transform.position;

        Vector3 playerPos = player.transform.position;

        aimPos.x -= playerPos.x;
        aimPos.y -= playerPos.y;

        float angle = Mathf.Atan2(aimPos.y, aimPos.x);

        angle += Random.Range(-spread, spread);


        float xVelocity = projectileSpeed * Mathf.Cos(angle);
        float yVelocity = projectileSpeed * Mathf.Sin(angle);

        //playerVector = player.GetComponent<Rigidbody2D> ().velocity;

        //GetComponent<Rigidbody2D> ().velocity = new Vector2 (xVelocity + ( playerVector.x * 0.75f ), yVelocity + ( playerVector.y * 0.75f ));
        velocity = new Vector3(xVelocity + (0.75f), yVelocity + (0.75f), 0f);
        //velocity = GetComponent<Rigidbody2D>().velocity;
    }
Exemple #2
0
 // Use this for initialization
 void Start()
 {
     audioSource = GetComponent <AudioSource>();
     WeaponLevel = 1;
     currentWave = 1;
     size        = Vector3.zero;
     canFire     = true;
     player      = FindObjectOfType <charactermovement2> ();
     projectile.GetComponent <Projectile>().damage = damage;
 }