protected override void DoAttack() { Vector3 target_position = Vector3.zero; ComputeTargetPosition(out target_position); PROJECTILE projectile = Instantiate(FireballPrefab, StaffTop.position, transform.rotation).GetComponent<PROJECTILE>(); projectile.transform.forward = (target_position - StaffTop.position); projectile.OwnerTag = tag; }
protected override void DoAttack() { PROJECTILE projectile = Instantiate(ProjectilePrefab, GunMuzzle.position, GunMuzzle.rotation).GetComponent<PROJECTILE>(); projectile.transform.forward = (LookPosition - GunMuzzle.position); projectile.OwnerTag = tag; }