void Shoot() { Bullet bullet = GetBulletObject().GetComponent <Bullet> (); bullet.gameObject.transform.position = transform.position; bullet.AddForce((m_PlayerTransform.position - transform.position).normalized * 20.0f); }
private Bullet LaunchBullet(Vector3 spawnPos) { // instantiate the Bullet Bullet b = Instantiate(bullet, spawnPos, Quaternion.identity);// as GameObject; Quaternion rot = Quaternion.Euler(new Vector3(0, 180, 0)); b.heading = rot;// Bullet bp = b.GetComponent<Bullet>(); b.AddForce(new Vector3(0, 240.0f, 0)); return(b); }
// Update is called once per frame void Update() { Rigidbody Bullet; BulletPosition.Set(transform.position.x, transform.position.y + 1, transform.position.z + 10); BulletRotation.Set(0, 180, 0, 0); //Debug.Log(transform.position); //Debug.Log(BulletPosition); Bullet = Instantiate(bullet_template, BulletPosition, BulletRotation) as Rigidbody; Bullet.AddForce(0, 0, 3000); }
void Update() { if (rb.position.y < -10) { FindObjectOfType <GameManager>().EndGame(); } // to make it constant with the frame rate if (Input.GetKey("w")) { // rb.AddForce(0, 0, sf , ForceMode.VelocityChange); //check rb.AddForce(0, 0, sf); //anim.SetBool("test", true); } //anim.SetBool("test", false); if (Input.GetKey("d")) { //rb.AddForce(sf, 0,0, ForceMode.VelocityChange); rb.AddForce(sf, 0, 0); //if (onetime == true) //{ // test9.Set(0, 0, 5); // test9.Set(0, 0, 10); //test9.Set(0, 0, 15); //test9.Set(0, 0, 20); //onetime = false; //transform.Rotate(test9); // } } if (Input.GetKey("s")) { //rb.AddForce(0, 0, -sf , ForceMode.VelocityChange); rb.AddForce(0, 0, -sf); onetime = true; } if (Input.GetKey("a")) { //rb.AddForce(-sf, 0, 0, ForceMode.VelocityChange); rb.AddForce(-sf, 0, 0); } if (Input.GetKey("e")) { ParticleSystem Fire_update; FireRotation.Set(90, 0, 0, 0); rb.AddForce(0, sf, 0); //FirePosition.Set(transform.position.x, transform.position.y - 2, transform.position.z); //Fire.transform.position = FirePosition; //Fire_update = Instantiate(Fire, FirePosition, FireRotation); } if (Input.GetKey("q")) { Rigidbody Bullet; BulletPosition.Set(transform.position.x, transform.position.y - 1, transform.position.z + 10); BulletRotation.Set(0, 180, 0, 0); //Debug.Log(transform.position); //Debug.Log(BulletPosition); Bullet = Instantiate(bullet_template, BulletPosition, BulletRotation) as Rigidbody; Bullet.AddForce(0, 0, 3000); } // we then will add the friciton }