public void Fire(Vector3 startingPosition, Quaternion rotation, float powerOfProjectile) { var go = PoolingSystem.Spawn(PoolManager.INSTANCE.GetWeaponPrefab(weaponType), startingPosition); go.transform.position = startingPosition; go.transform.rotation = rotation; WeaponBehaviour weaponBehaviour = go.GetComponent <WeaponBehaviour>(); PoisonWeapon poisonWeapon = go.GetComponent <PoisonWeapon>(); HommingMissile missile = go.GetComponent <HommingMissile>(); //IF IT IS A SINGLE WEAPON AND IS RIGIDBODY if (weaponBehaviour != null) { weaponBehaviour.FireAndAddForce(powerOfProjectile); } // ELSE IF ITS PARTICLE SYSTEM SET NEEDED ROTATION IN SCRIPT else if (poisonWeapon != null) { poisonWeapon.SetRotation(); } if (missile != null) { missile.CasterIsPlayer(caster.CompareTag("TankPlayer")); } }
void MissileH() { GameObject MissileH = Instantiate(Missile, firePoint.position, Quaternion.Euler(0, 0, 90)) as GameObject; HommingMissile missilecomponent = MissileH.GetComponent <HommingMissile>(); }