// Update is called once per frame void Update() { if (GamePause.IsPaused()) { return; } if (!target == null) { gameObject.SetActive(false); } //Mainly for the rocket but, this rotate the bullet as well... Vector3 displacement = target.transform.position - transform.position; target.transform.rotation = Quaternion.LookRotation(new Vector3(displacement.x, 0, displacement.z)); Vector3 distanceRemaining = target.transform.position - transform.position; float distanceTraveled = speed * Time.deltaTime; if (distanceRemaining.magnitude > distanceTraveled) { transform.position += distanceRemaining.normalized * distanceTraveled; } else { Hit(target); } }
private void OnEnable() { GamePause.onPause += OnPause; GamePause.onResume += OnResume; paused = GamePause.IsPaused(); if (paused) { OnPause(); } else { OnResume(); } }
// Update is called once per frame void Update() { if (GamePause.IsPaused()) { return; } if (!target == null) { gameObject.SetActive(false); } Vector3 distanceRemaining = target.transform.position - transform.position; float distanceTraveled = speed * Time.deltaTime; if (distanceRemaining.magnitude > distanceTraveled) { transform.position += distanceRemaining.normalized * distanceTraveled; } else { Hit(target); } }