// Start is called before the first frame update void Start() { //set the velocity vector to zero velocity = new Vector2(0, 1); direction = new Vector2(1, 0); wizard = GameObject.Find("Wizard"); wizardHealth = wizard.GetComponent <FixedMovment>(); speed2 = 0.05f; }
// Start is called before the first frame update void Start() { //get the direction the fireball is going in from the wizard if (GameObject.Find("Wizard") != null) { Wizard = GameObject.Find("Wizard").GetComponent <FixedMovment>(); } direction = -Wizard.direction.normalized; //set the position just in front of the wizard rb.transform.position = rb.position + direction * speed * offset; rb.MoveRotation(Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg); //destroy the object after duration is up Destroy(gameObject, duration); //set name for collision testing gameObject.name = "Fireball"; }
// Start is called before the first frame update void Start() { //sets up sword to move in proper direction Wizard = GameObject.Find("Wizard").GetComponent <FixedMovment>(); direction = -Wizard.direction.normalized; //legacy testing code //gameObject.transform.position = new Vector3(rb.position.x, rb.position.y, 2); //print(gameObject.transform.position); //moves sword a little in fron of wizard rb.transform.position = rb.position + direction * speed * offset; //rotates the sword rb.MoveRotation(Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg); //removes the sword if it's around for too long Destroy(gameObject, duration); //changes name for collision gameObject.name = "Sword"; }