public void Attack() { bulletTimer += Time.deltaTime; Vector2 direction = target.transform.position - transform.position; direction.Normalize(); GameObject BulletClone; BulletClone = Instantiate(bullet, shootPoint.transform.position, shootPoint.transform.rotation) as GameObject; BulletClone.GetComponent <Rigidbody2D>().velocity = direction * bulletSpeed; BulletClone = Instantiate(bullet, shootPoint2.transform.position, shootPoint.transform.rotation) as GameObject; BulletClone.GetComponent <Rigidbody2D>().velocity = direction * bulletSpeed; BulletClone = Instantiate(bullet, shootPoint3.transform.position, shootPoint.transform.rotation) as GameObject; BulletClone.GetComponent <Rigidbody2D>().velocity = direction * bulletSpeed; bulletTimer = 0; }
public void Throw() { bulletTimer += Time.deltaTime; /*if(bulletTimer>=shootInterval) * {*/ Vector3 pos = new Vector3(transform.position.x, attackTrigger.transform.position.y - 0.1f, 0); Vector2 direction = attackTrigger.transform.position - pos; direction.Normalize(); GameObject BulletClone; if (actualPowerUp != 2) { BulletClone = Instantiate(bullets[actualPowerUp], attackTrigger.transform.position, attackTrigger.transform.rotation) as GameObject; BulletClone.GetComponent <Rigidbody2D>().velocity = rib2d.velocity + direction * bulletSpeed; } else { for (int i = 0; i < bulletDirections.Length; i++) { direction = bulletDirections[i].transform.position - transform.position; direction.Normalize(); BulletClone = Instantiate(bullets[actualPowerUp], attackTrigger.transform.position, attackTrigger.transform.rotation) as GameObject; BulletClone.GetComponent <Rigidbody2D>().velocity = rib2d.velocity + direction * bulletSpeed / 2; } } bulletTimer = 0; //} }