void Handle_Ricochet() { next_points = LineOfShot.Get_Trajectory( this.transform.position, rb.velocity, 10f ); }
void Handle_Line_Of_Shot() { if (Input.GetMouseButton(0)) { line.Set_Line( LineOfShot.Get_Trajectory(cat.position, Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position, 30f )); } if (Input.GetMouseButtonUp(0)) { line.Deactivate(); } }
void Handle_Preview_Trajectory() { var points = LineOfShot.Get_Trajectory( this.transform.position, rb.velocity, 2.5f ); preview_trajectory.enabled = true; preview_trajectory.positionCount = points.Count; for (int i = 0; i < points.Count; i++) { preview_trajectory.SetPosition(i, points[i]); } }
void Handle_Shooting() { if (Input.GetMouseButtonUp(0) && itemManager.arrowCount > 0) { GameObject go = Instantiate(projectilePrefab, cat.position, Quaternion.identity); Projectile prj = go.GetComponent <Projectile>(); List <Vector2> aux = new List <Vector2>(); aux.AddRange( LineOfShot.Get_Trajectory(cat.position, Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position, 30f )); prj.Set_Line_Of_Shot(line); itemManager.arrowCount--; line.Deactivate(); prj.Start_Shot( Camera.main.ScreenToWorldPoint(Input.mousePosition) - cat.position ); } }
public void Set_Line_Of_Shot(LineOfShot line) { this.line = line; }