public void CreateBullet(EnemyDatabase.BulletInfo bulletInfo) { Vector2 pos = tp.position; BulletScript bs = Instantiate(Test.instance.bulletBase, shotPoints[bulletInfo.shotPoint] + pos, Quaternion.identity).GetComponent <BulletScript>(); bs.Init(bulletInfo.angle, bulletInfo.speed, bulletInfo.angleAccel, bulletInfo.speedAccel); }
void AttackToEnemy() { _attackDelayHold += Time.deltaTime; if (_attackDelayHold >= attackDelay) { print("Attack to :" + _target.tag); GameObject _bullet = Instantiate(bullet, weapon.position, Quaternion.identity); BulletScript _bullScript = _bullet.GetComponent <BulletScript>(); _bullScript.Init(_target, speed, damage); _attackDelayHold = 0; } }
public void CreateBullet(EnemyDatabase.BulletInfo bulletInfo) { BulletScript bs = Instantiate(bulletOrigin, currInfo.shotPoint[bulletInfo.shotPoint], Quaternion.identity).GetComponent <BulletScript>(); bs.Init(bulletInfo.angle, bulletInfo.speed, bulletInfo.angleAccel, bulletInfo.speedAccel); }
private void SpawnBullet(Vector3 spawnPoint, float velocity, float angle) { BulletScript bullet = (BulletScript)Instantiate(bulletPrefab, spawnPoint, Quaternion.identity); bullet.Init(gameObject.tag, velocity, angle); }