void Spawn() { //Debug.Log("entering player attack state"); Vector3 Owner_right = owner.mFacingRight ? new Vector3(1.0f, 0.0f, 0.0f) : new Vector3(-1.0f, 0.0f, 0.0f); Vector2 velocity = new Vector2(Owner_right.x, Owner_right.y) * Mathf.SmoothStep(0.0f, owner.mBeamProjectileSpeed, owner.mBeamCounter / owner.mBeamMax); float size = 5.0f * (owner.mBeamCounter / owner.mBeamMax); float offset = owner.mAnikiState == PlayerController2D.ANIKI_STATES.FRONTAL ? 1.0f : 1.5f; size = size > 1.5f ? size : 1.5f; if (owner.mAnikiOne.mHp != 0) { AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject; AttackCollider.transform.position = mAnikiOne.transform.position + Owner_right * offset; AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity; AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f); } if (owner.mAnikiTwo.mHp != 0) { AttackCollider = PlayerController2D.Instantiate(owner.WaterProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, 0)) as GameObject; AttackCollider.transform.position = mAnikiTwo.transform.position + Owner_right * offset; AttackCollider.GetComponent <Rigidbody2D>().velocity = velocity; AttackCollider.GetComponent <Transform>().localScale = new Vector3(size, size, 5.0f); } //owner.playShoot(); }
void Spawn() { //Debug.Log("entering player attack state"); Vector3 Owner_right = owner.mFacingRight ? new Vector3(1.0f, 0.0f, 0.0f) : new Vector3(-1.0f, 0.0f, 0.0f); AttackCollider = PlayerController2D.Instantiate(owner.ProjectilePrefab, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.Euler(0.0f, 0.0f, -90.0f)) as GameObject; AttackCollider.transform.position = owner.transform.position + Owner_right * offset; AttackCollider.GetComponent <Rigidbody2D>().velocity = new Vector2(Owner_right.x, Owner_right.y) * owner.mProjectileSpeed; //owner.playShoot(); }