void ShootBullet(Vector2 vector) { GameObject newBullet = Instantiate(this.BulletObject, this.transform.position + new Vector3(vector.normalized.x, vector.normalized.y, 0), Quaternion.identity); Rigidbody2D rb = newBullet.GetComponent <Rigidbody2D>(); float angle = VectorHelper.Angle(vector); angle += Random.Range(-2, 2); Vector2 dtv = VectorHelper.DegreeToVector2(angle).normalized; rb.AddForce(dtv * 5000); }
private void CreateLazersFromInstructions() { lazersObjects = new List <GameObject>(); HashSet <eSensorDirection> allDirections = new HashSet <eSensorDirection>(); foreach (List <eSensorDirection> inst in SensorSequence) { foreach (eSensorDirection dir in inst) { allDirections.Add(dir); } } foreach (eSensorDirection dir in allDirections) { CreateLazerOfDirection(VectorHelper.Angle(VectorHelper.DirectionEnumToVector(dir)), true); } }