void Update() { targetRotation = Quaternion.Euler(0, 0, 270 + MathStuff.GetRotationToLook(spriteTransfom.position, pointToLook)); actualRotation = Quaternion.Lerp(actualRotation, targetRotation, rotationSpeed * Time.deltaTime); spriteTransfom.rotation = actualRotation; }
void Shoot() { GameObject b = WeaponManager.instance.projectilePools[ammoType].getPooledObject(); b.transform.position = transform.position; b.transform.rotation = Quaternion.Euler(0, 0, 180 + MathStuff.GetRotationToLook(b.transform.position, (Vector2)transform.position + InputManager.instance.GetAimDirection())); b.transform.Translate(Vector3.right * 0.5f, Space.Self); b.GetComponent <Rigidbody2D> ().velocity = b.transform.up * 30f; b.GetComponent <Projectile> ().Reset(); WeaponManager.instance.fireEvent.Invoke(); }