private void FireProjectile(GameObject target) { GameObject newProjectile = Instantiate(turretProjectile, turretHead.transform.position, Quaternion.identity); TurretProjectile projectileScript = newProjectile.GetComponent <TurretProjectile>(); projectileScript.SetProjectileTarget(target, gameObject); }
public void Shoot() { TurretProjectile newProjectile = Instantiate(projectile, muzzle.position, muzzle.rotation) as TurretProjectile; newProjectile.speed = projectileSpeed; AudioManager.instance.PlayTurret(); }
void Shoot() { GameObject bulletGo = (GameObject)Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); TurretProjectile bullet = bulletGo.GetComponent <TurretProjectile>(); if (bullet != null) { bullet.Seek(target, damage); } }
void PewPew() { GameObject newProjectile = Instantiate(projectile, firePoint.position, transform.rotation); newProjectile.GetComponent <TurretProjectile>().damage = damage; newProjectile.GetComponent <TurretProjectile>().speed = shotSpeed; TurretProjectile projectileScript = newProjectile.GetComponent <TurretProjectile>(); if (projectileScript != null) { projectileScript.Seek(target); } }
void Fire() { if (m_currentTarget != null) { GameObject spawnedProjectile = Instantiate <GameObject>(m_projectilePrefab); Vector2 spawnPosition = (m_firingPoint != null) ? m_firingPoint.transform.position : transform.position; spawnedProjectile.transform.position = spawnPosition; TurretProjectile projectile = spawnedProjectile.GetComponent <TurretProjectile>(); Vector2 directionToTarget = (m_currentTarget.transform.position - spawnedProjectile.transform.position).normalized; projectile.SetVelocity(directionToTarget * m_projectileSpeed); MyEvent.Post(gameObject); } m_timeSinceLastShot = 0.0f; }