/// <summary> /// Use this for initialization /// </summary> void Start() { // apply impulse force to get projectile moving GetComponent <Rigidbody2D>().AddForce( new Vector2(0, -ConfigurationUtils.TeddyBearProjectileImpulseForce), ForceMode2D.Impulse); // initialize homing component HomingComponent homingComponent = GetComponent <HomingComponent>(); homingComponent.SetImpulseForce(ConfigurationUtils.TeddyBearProjectileImpulseForce); }
/// <summary> /// Use this for initialization /// </summary> void Start() { // apply impulse force to get teddy bear moving float angle = Random.Range(0, 2 * Mathf.PI); Vector2 direction = new Vector2( Mathf.Cos(angle), Mathf.Sin(angle)); float magnitude = Random.Range(ConfigurationUtils.MinImpulseForce, ConfigurationUtils.MaxImpulseForce); Vector2 force = direction * magnitude; GetComponent <Rigidbody2D>().AddForce(force, ForceMode2D.Impulse); // initialize homing component HomingComponent homingComponent = GetComponent <HomingComponent>(); homingComponent.SetImpulseForce(force.magnitude); // create and start timer shootTimer = gameObject.AddComponent <Timer>(); shootTimer.AddTimerFinishedEventListener(HandleTimerFinishedEvent); StartRandomTimer(); }