protected override void attack() { // Checks if delay is active if (Time.time > nextFire) { nextFire = Time.time + fireRate; anim.SetBool("attacking", true); countdownAttack = Time.time; health.setInvincible(true, attackTime); boxCollider.enabled = true; areaEffector.enabled = true; boxCollider.isTrigger = true; gameObject.name = "Feisty(Attack)"; CooldownController.Cooldown3(); } }
protected override void attack() { // Checks if delay is active if (Time.time > nextFire) { nextFire = Time.time + fireRate; GameObject proj = Instantiate(projectile, transform.position, Quaternion.identity); ProjectileController missile = proj.GetComponent <ProjectileController>(); Vector3 dir = mousePos - transform.position; dir = transform.InverseTransformDirection(dir); float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg); missile.transform.Rotate(new Vector3(0, 0, angle)); missile.setAngle(angle); CooldownController.Cooldown3(); } }