void FixedUpdate() { if (radarNew != null) { if (defenceType == DefenceType.airDefence) { target = radarNew.airTarget; } if (defenceType == DefenceType.surfaceDefence) { target = radarNew.surfaceTarget; } if (defenceType == DefenceType.allDefence) { target = radarNew.allTarget; } if (target) { if (Time.time - startTime > wait && laserAim.foundObject == true) { // Fire weapon. launcher.Launch(target); } // Look at the target. transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(target.position - transform.position, transform.up), turnRate * Time.deltaTime); } } else { target = null; } }
private void FireWeapon() { // Fire the next launcher, then put it back at the end of the queue. if (launchers[selectedLauncherGroup].Count > 0) { AALauncher temp = launchers[selectedLauncherGroup].Dequeue(); temp.Launch(target, rigidbody.velocity); launchers[selectedLauncherGroup].Enqueue(temp); } }
void Update() { if (target != null) { // Look at the target. launchTransform.rotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up); if (Time.time - startTime > wait) { launcher.Launch(target); } } }
void FixedUpdate() { transform.Translate(0.0f, 0.0f, speed * Time.deltaTime); if (target != null) { // Look at the target. transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(target.position - transform.position, transform.up), turnRate * Time.deltaTime); // Fire missile. if (Time.time - startTime > wait) { launcher.Launch(target, transform.forward * speed); } } }
private void Update() { if (defence != null && defence.turretsIdle == false) { if (defenceType == DefenceType.airDefence) { target = defence.airtargetTransform; } if (defenceType == DefenceType.surfaceDefence) { target = defence.surfacetargetTransform; } if (defenceType == DefenceType.allDefence) { target = defence.allTargetTransform; } if (target && Time.time - startTime > wait && laserAim.foundObject == true) { launcher.Launch(target); } } else { target = null; } if (target == null) { targetLocked = false; } else { targetLocked = true; } }