public void Shoot(Vector3 pos) { PlayerMissile pm = Instantiate(playerMissilePrefab, missileShootPos.position, Quaternion.identity).GetComponent <PlayerMissile>(); pm.Shoot(pos); SetArmed(false); Delayed.Action(gameObject, () => { SetArmed(true); }, reloadTime); }
public void Shoot(Vector3 end) { transform.LookAt(end); float time = (end - transform.position).magnitude / speed; LeanTween.move(gameObject, end, time); Delayed.Action(gameObject, () => { EnemyMissile.DestroyMissilesWithin(end, destroyRadius); Instantiate <GameObject>(explosionPrefab, end, Quaternion.identity); Destroy(gameObject, 0.01f); }, time); }
public void Shoot(City end) { missileInstances.Add(this); transform.LookAt(end.transform.position); float time = (end.transform.position - transform.position).magnitude / speed; LeanTween.move(gameObject, end.transform.position, time); Delayed.Action(gameObject, () => { if (null != end) { end.BlowUp(); } Instantiate <GameObject>(explosionPrefab, transform.position, Quaternion.identity); Destroy(gameObject, 0.01f); }, time); }