コード例 #1
0
ファイル: Enemy.cs プロジェクト: adamison/Transformation
    public void Shoot()
    {
        GameObject projectile = (GameObject)Instantiate(projectilePrefab, transform.position, transform.rotation);

        projectile.transform.forward = (player.transform.position - transform.position).normalized;

        ProjectileBase newProjectile = projectile.GetComponent <ProjectileBase> ();

        newProjectile.SetStartPosition(transform.position);
        newProjectile.SetCreationTime(Time.time);
    }
コード例 #2
0
ファイル: Player.cs プロジェクト: adamison/Transformation
    public void Shoot()
    {
        GameObject projectile = (GameObject)Instantiate(projectilePrefab, projectileEmitter.transform.position, transform.rotation);

        projectile.transform.forward = Camera.main.transform.forward;

        ProjectileBase newProjectile = projectile.GetComponent <ProjectileBase> ();

        newProjectile.SetStartPosition(projectileEmitter.transform.position);
        newProjectile.SetCreationTime(Time.time);
    }
コード例 #3
0
    public void CreateProjectile(Vector3 position, Quaternion rotation, double createTime, int projectileId)
    {
        m_LastShootTime = Time.realtimeSinceStartup;

        //Every player receives this so we create the prefabs locally instead of calling PhotonNetwork.Instantiate
        //By having its start position, start rotation and time when it was created, we can calculate where the laser is at all times
        //Check out Part 1 Lesson 3 http://youtu.be/ozBmZ9FoN_o for more detailed explanations
        GameObject newProjectileObject = (GameObject)Instantiate(Resources.Load <GameObject>("Laser1"), new Vector3(0, -100, 0), rotation);

        newProjectileObject.name = "ZZZ_" + newProjectileObject.name;

        ProjectileBase newProjectile = newProjectileObject.GetComponent <ProjectileBase>();

        newProjectile.SetCreationTime(createTime);
        newProjectile.SetStartPosition(position);
        newProjectile.SetProjectileId(projectileId);

        newProjectile.Owner = Ship;

        m_Projectiles.Add(newProjectile);
    }