// Update is called once per frame void Update() { Vector2 velocity = this.gameObject.GetComponent <Rigidbody2D>().velocity; if (velocity.x > 0) { velocity.x = Mathf.Max(0, velocity.x - Time.deltaTime * 0.1f); } if (velocity.x < 0) { velocity.x = Mathf.Min(0, velocity.x + Time.deltaTime * 0.1f); } this.gameObject.GetComponent <Rigidbody2D>().velocity = velocity; time += Time.deltaTime; if (time >= timeLoop) { time = 0; cloneBulletFly = GameObject.Instantiate(bulletFly); cloneBulletFly.transform.position = this.gameObject.transform.position - new Vector3(1.26f, -0.5f, 0); } Vector3 range = this.gameObject.transform.position - posBefore; if (Mathf.Abs(range.x) > 0.1f) { ChangeAnimator(); posBefore = this.gameObject.transform.position; } if (range.y > 0) { posBefore = this.gameObject.transform.position; } }
public override void Attack(Vector3 pos, Vector3 rotation) { base.Attack(pos, rotation); BulletFly bullet = PhotonNetwork.Instantiate("Bullet", pos + new Vector3(0, 0.263f, 0), Quaternion.Euler(rotation), 0).GetComponent <BulletFly>(); bullet.Init(Damage, AttackRange); }
public override void Init() { base.Init(); BulletObj = transform.Find("Bullet").gameObject; HitObj = transform.Find("Hit").gameObject; ObjectObj = transform.Find("Object").gameObject; bulletFly = bulletFly.GetComponent <BulletFly>(); IsHit = false; }
public override void Init() { fly = GetComponent <BulletFly>(); hitObject = transform.Find("hit").gameObject; }