public override void Fire(FirstPersonController player) { foreach (Transform child in firePositions) { SeekerMissile clone = (SeekerMissile)Instantiate(projectile); clone.transform.position = child.position; clone.transform.rotation = child.rotation; clone.target = GetComponent <WeaponLockOn>().lockedShip.transform; clone.owner = player; } }
//Fire at any Rocket objects within the "vision radius" void OnTriggerStay(Collider other) { Debug.Log("other: " + other.tag); if (other.tag == "Rocket" && Time.fixedTime >= nextShot) { //create missile at current position, headed along the spawner's axis GameObject o = Instantiate(Enemy, transform.position, Quaternion.identity) as GameObject; SeekerMissile e = o.GetComponent <SeekerMissile>(); //Fire a shot along the y-axis of the spawner, at speed speed e.InitEnemy(transform.up, speed, missileTimeOut, other.transform.parent.gameObject); //update time of next shot nextShot = Time.fixedTime + interval; } }