public void FireballInstantiate() { //AbilityRange ar = (AbilityRange)FindObjectOfType<AbilityUI>().Range; ZAngle = Random.Range(minTurn, maxTurn); Bullet fireball = Instantiate(FireBall, fireBallfirePoint.transform.position, Quaternion.Euler(new Vector3(0, 0, ZAngle))).GetComponent <Bullet>(); ProjectileProperty pp = fireball.GetComponent <ProjectileProperty>(); pp.speed = ar.speed; pp.damage = ar.Power; fireball.Setup(); }
// Use this for initialization public void Setup() { PP = GetComponent <ProjectileProperty>(); if (isDirChange) { rb.velocity = transform.TransformDirection(Vector3.right * PP.speed); } else { rb.velocity = transform.right * PP.speed; } }
//public Transform GroundOffset; private void Start() { rb = GetComponent <Rigidbody2D>(); PP = GetComponent <ProjectileProperty>(); }