// Update is called once per frame void Update() { gamePlayer = FindObjectOfType <PauseScript>(); if (gamePlayer.GetComponent <PauseScript>().paused == false) { transform.Translate(0, 0, moveSpeed); //myRigidBody.AddForce(transform.forward * moveSpeed); if (lockedOnTarget == true && seekTarget != null) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(seekTarget.transform.position - transform.position), turnSensitivity * Time.deltaTime); // transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (seekTarget.transform.position - transform.position), turnSensitivity * Time.deltaTime); } if (targetIsPlayer == true && seekTarget != null) { seekTarget.GetComponent <MissileWarningScript>().incomingMissiles.Add(gameObject); } // if (seekTarget != null) // { // lockedOnTarget = true; // } // if (seekTarget == null) // { // lockedOnTarget = false; // } if (missileHealth <= 0) { // Debug.Log ("Bullet hit"); // bulletDestroySFX.PlayOneShot (bulletDestroySFX.clip); //Projectile.GetComponent<MeshRenderer> ().enabled = false; Destroy(bulletFire); Destroy(Projectile); Destroy(hitBox); //this.bulletDestroySFX.GetComponent<BoxCollider> ().enabled = false; GameObject FX_Handler; GameObject SFX_Handler; explosionSFX.GetComponent <AudioSource>().pitch = (Random.Range(0.85f, 1.1f)); FX_Handler = Instantiate(explosionFX, explosionArea.transform.position, explosionArea.transform.rotation) as GameObject; SFX_Handler = Instantiate(explosionSFX, explosionArea.transform.position, explosionArea.transform.rotation) as GameObject; if (targetIsPlayer == true) { seekTarget.GetComponent <MissileWarningScript>().incomingMissiles.Remove(gameObject); } Destroy(this.gameObject); Destroy(FX_Handler, explosionTime); } } }