private void FireNuke() { Transform nukeClone = Instantiate(nukePrefab, nukeFirePoint.position, Quaternion.identity) as Transform; nukeClone.localEulerAngles = new Vector3(0f, 0f, rocketFireAngle); int layerValue = whatAreOurProjectiles.layermask_to_layer(); nukeClone.gameObject.layer = layerValue; Rocket nuke = nukeClone.GetComponent <Rocket>(); nuke.BoostStage(); nukeTimer = nukeDelay + Time.time; }
private void FireRocket() { int missileSpawnIndex = Random.Range(0, missileFirePoints.childCount - 1); Transform missileSpawnTransf = missileFirePoints.GetChild(missileSpawnIndex); Transform rocketClone = Instantiate(rocketPrefab, new Vector3(missileSpawnTransf.position.x, missileSpawnTransf.position.y + rocketYOffset, missileSpawnTransf.position.z), Quaternion.identity) as Transform; rocketClone.localEulerAngles = new Vector3(0f, 0f, rocketFireAngle); int layerValue = whatAreOurProjectiles.layermask_to_layer(); rocketClone.gameObject.layer = layerValue; Rocket rocket = rocketClone.GetComponent <Rocket>(); rocket.whatIsTarget = whatIsTarget; rocket.BoostStage(); rocketTimer = rocketDelay + Time.time; }