// Use this for initialization void Start() { // Component Gets PhysicsBody = GetComponent <Rigidbody2D>(); PlayerActions = GetComponent <GPlayerActions>(); PlayerObjects = GameObject.FindGameObjectsWithTag("Player"); Weapon = null; InitialPosition = gameObject.transform.position; bCanBeDamaged = false; StartCoroutine(SetAbleToBeDamaged()); Fatigue = 0; Health = 100; AttackFatigueAmt = 4.0f; AttackDamageAmt = 4.0f; }
public void Fire() { Debug.Log("Prefire"); FireInterval += Time.deltaTime; Debug.Log(FireInterval); if (FireInterval >= FireRate) { Debug.Log("Firing"); GameObject Bullet = Instantiate <GameObject>(Resources.Load("Prefabs/Gameplay/Weapons/Bullet") as GameObject); GBullet BulletScript = Bullet.GetComponent <GBullet>(); Bullet.transform.position = transform.position; GPlayerActions PlayerAction = Owner.GetComponent <GPlayerActions>(); BulletScript.SetDirection((PlayerAction.bFacingRight) ? new Vector2(1, 0) : new Vector2(-1, 0)); Physics2D.IgnoreCollision(Bullet.GetComponent <Collider2D>(), Owner.GetComponent <Collider2D>()); FireInterval = 0; } }
// Use this for initialization void Start() { PlayerActions = GetComponent <GPlayerActions>(); PlayerScript = GetComponent <GPlayer>(); }