private void ShootOnEnemy(BasicPlayerDamage ballEffect, RaycastHit hit) { Rigidbody rigidBody = ballEffect.GetComponent <Rigidbody>(); Vector3 direction = (hit.point - ballEffect.transform.position).normalized; rigidBody.velocity = direction * speed; }
public void Shoot() { BasicPlayerDamage ballEffect = Instantiate(currentPower, transform.position, Quaternion.identity); RaycastHit hit; if (Physics.Raycast(camera.transform.position, camera.transform.forward, out hit, range)) { ShootOnEnemy(ballEffect, hit); } PlayShootingSound(); }
public void SetPower(PowerType powerType) { currentPowerType = powerType; switch (currentPowerType) { case PowerType.WhiteBall: currentPower = powers[0]; break; case PowerType.FireBall: currentPower = powers[1]; break; case PowerType.IceBall: currentPower = powers[2]; break; case PowerType.LightningBall: currentPower = powers[3]; break; } }
private void Start() { currentPower = powers[0]; InitializePowerDamage(); }
public void Spawn() { BasicPlayerDamage prefab = Instantiate(earthquakePrefab, parentTransform.position + parentTransform.forward, Quaternion.identity); prefab.transform.rotation = parentTransform.rotation; PlayEarthquakeSound(); }