void Start() { collisionTimer = COLLISION_COOLDOWN; projectileType = GetComponent <CS_Projectile_Type>(); movement = GetComponent <CS_Projectile_Movement>(); rb = GetComponent <Rigidbody2D>(); ChangeOwner(owner); previousAngle = 0.0f; }
void Update() { timer -= Time.deltaTime; if (timer <= 0) { CS_Projectile_Movement i = Instantiate(projectile, spawnLocation.position, spawnLocation.rotation, parent); float angle = Random.Range(0, 360); i.angle = angle; if (rotateObject) { rotateObject.rotation = Quaternion.Euler(0.0f, 0.0f, angle - 90); } i.speed = projectileSpeed; timer = spawnRate; } }
void Update() { float angle = CS_Utils.PointToDegree(target.position - rotateObject.position); if (rotateObject) { rotateObject.rotation = Quaternion.Euler(0.0f, 0.0f, angle + 90); } timer -= Time.deltaTime; if (timer <= 0) { CS_Projectile_Movement i = Instantiate(projectile, spawnLocation.position, spawnLocation.rotation, parent); i.angle = angle; i.speed = projectileSpeed; timer = spawnRate; } }
private void Start() { projectileMovement = GetComponent <CS_Projectile_Movement>(); target = GameObject.FindGameObjectWithTag("Player"); }