// set laser position, and enable it private void Laser( ) { if (targetEnemy != null) { // call get damage and pass the amount of damage targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowPct); laserSound.enabled = true; } // set the position of the laser beam from the Leaser beam to the target lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); // get the position of enemy looking back to the turret Vector3 dir = firePoint.position - target.position; // set the position of the Particle system [ we need to offset it by by half from the center of the enemy ] impactEffect.transform.position = target.position + dir.normalized; // set the rotation of the Particle system impactEffect.transform.rotation = Quaternion.LookRotation(dir); // enable the object line renderer if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); leaserLight.enabled = true; } }
void Laser() { targetenemy.takedamage(DamageOverTime * Time.deltaTime); targetenemy.Slow(Slowpct); if (!linerenderer.enabled) { linerenderer.enabled = true; impacteffect.Play(); impact.enabled = true; } linerenderer.SetPosition(0, firepoint.position); linerenderer.SetPosition(1, target.position); Vector3 dir = firepoint.position - target.position; impacteffect.transform.position = target.position + dir.normalized; impacteffect.transform.rotation = Quaternion.LookRotation(dir); }
void Laser() { targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowAmount); if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 dir = firePoint.position - target.position; impactEffect.transform.rotation = Quaternion.LookRotation(dir); impactEffect.transform.position = target.position + 0.25f * dir.normalized; }
void Laser() { if (!AttackPlayer) { targetEnemy.TakeDamage(damageOverTime * Time.deltaTime); targetEnemy.Slow(slowAmount); if (Type == 4) { targetEnemy.AddSpeed(2); } } else { targetPlayerLife.TakeDamage(damageOverTime * Time.deltaTime); targetPlayerSpeed.Slow(slowAmount); if (Type == 4) { targetPlayerSpeed.AddSpeed(2); } } if (!lineRenderer.enabled) { lineRenderer.enabled = true; impactEffect.Play(); impactLight.enabled = true; } lineRenderer.SetPosition(0, firePoint.position); lineRenderer.SetPosition(1, target.position); Vector3 dir = firePoint.position - target.position; impactEffect.transform.position = target.position + 12 * dir.normalized; impactEffect.transform.rotation = Quaternion.LookRotation(dir); }