void FireSwirl(int angle) //I made this take x and y because I was thinking about it and different enemies will need to fire from different parts of their models { GameObject bulletObject = new GameObject(); tBossBullet bullet = bulletObject.AddComponent <tBossBullet>(); bullet.init(this); bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 0); bullet.transform.eulerAngles = new Vector3(0, 0, angle); }
void FireBullet() //I made this take x and y because I was thinking about it and different enemies will need to fire from different parts of their models { GameObject bulletObject = new GameObject(); tBossBullet bullet = bulletObject.AddComponent <tBossBullet>(); bullet.init(this); bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 0); bullet.transform.rotation = new Quaternion(this.transform.rotation.x, this.transform.rotation.y, this.transform.rotation.z, this.transform.rotation.w); }
void FireBurst() { for (int x = 0; x <= 360; x = x + 10) { GameObject bulletObject = new GameObject(); tBossBullet bullet = bulletObject.AddComponent <tBossBullet>(); bullet.init(this); bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 0); bullet.transform.eulerAngles = new Vector3(this.transform.position.x, this.transform.position.y, x); } }
public void init(tBossBullet owner) { this.owner = owner; transform.parent = owner.transform; // Set the model's parent to the gem. transform.localPosition = new Vector3(0, 0, 0); // Center the model on the parent. name = "BossBullet Model"; // Name the object. mat = GetComponent <Renderer>().material; mat.shader = Shader.Find("Sprites/Default"); // Tell the renderer that our textures have transparency. // Get the material component of this quad object. mat.mainTexture = Resources.Load <Texture2D>("Textures/bossBullet"); // Set the texture. Must be in Resources folder. //mat.color = new Color(1,1,1); }