//=======================================================================================// //=======================================================================================\\ public void Use(Vector2 direction, Vector2 myPos, Vector2 cursorPosition) { GameObject _projectile; Quaternion _rotation = calculate.ObjectRotation(direction.normalized.x, direction.normalized.y); ///limits the area a black hole can be instantiated./// //-----------------------------------------------------------------------------------------\\ if (Mathf.Abs(direction.x) >= sm_InstantiateRadius || Mathf.Abs(direction.y) >= sm_InstantiateRadius) { sm_Instantiate = myPos + direction.normalized * 5; } else if (Mathf.Abs(direction.x) <= sm_InstantiateRadius - 4.5f && Mathf.Abs(direction.y) <= sm_InstantiateRadius - 4.5f) { sm_Instantiate = myPos + direction.normalized; } else { sm_Instantiate = cursorPosition; } //-----------------------------------------------------------------------------------------// CleanQueue(sm_BlackHolesAlive);//makes sure the first instantiated obj alive has focus. //-----------------------------------------------------------------------------------------\\ if (sm_BlackHolesAlive.Count < sm_BlackHoleCapacity) { _projectile = (GameObject)Instantiate(Resources.Load("BlackHole"), sm_Instantiate, _rotation); sm_BlackHolesAlive.Enqueue(_projectile); } //-----------------------------------------------------------------------------------------// }
//=======================================================================================\\ public void Use(Vector2 direction, Vector2 myPos, Vector2 cursorPosition) { GameObject _Projectile; Quaternion _rotation = calculate.ObjectRotation(direction.normalized.x, direction.normalized.y); hbe_Instatiate = myPos + direction.normalized; _Projectile = (GameObject)Instantiate(Resources.Load("HiggsBoson"), hbe_Instatiate, _rotation); if (PlayerStates.Mouse1) { Debug.Log("mouse button 1 is depressed"); } if (PlayerStates.Mouse1) { } else { _Projectile.GetComponent <Rigidbody2D>().AddForce(direction.normalized); } }