public void shootStake() { GameObject mineStake = Instantiate(stakePrefab); mineStake.GetComponent <StakeControl>().setStake(bulletDamage); mineStake.transform.position = gameObject.transform.position; LinealProjectile projectile = mineStake.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; projectile.setRotation(GetComponentInParent <PlayerAiming>().AimDirection.normalized); projectile.Velocity = GetComponentInParent <PlayerAiming>().AimDirection.normalized; StartCoroutine(fire(_fireRate)); }
private void shootBullet() { Vector2 direction = _target.transform.position - transform.position; direction.Normalize(); GameObject mineStake = Instantiate(_bullet, _firePoint.position, Quaternion.identity); //mineStake.transform.position = gameObject.transform.position; LinealProjectile projectile = mineStake.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; projectile.Damage = _bulletDamage; projectile.setRotation(direction); projectile.Velocity = direction; }
private void shotProjectileToTarget() { Vector2 direction = _target.transform.position - transform.position; direction.Normalize(); GameObject mineStake = Instantiate(_projectile); mineStake.transform.position = gameObject.transform.position; LinealProjectile projectile = mineStake.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.ENEMY; projectile.Damage = _damage; projectile.setRotation(direction); projectile.Velocity = direction; }
public override void createdBullet(Vector2 direction) { GameObject bullet = Instantiate(_projectile); bullet.transform.position = gameObject.transform.position; //rotation LinealProjectile projectile = bullet.GetComponent <LinealProjectile>(); if (projectile != null) { projectile._projetileOwner = Projectile.ProjectileOwner.ENEMY; projectile.Damage = _damage; projectile.setRotation(direction); projectile.Velocity = direction; } }
public void shootStake() { GameObject mineStake = Instantiate(stakePrefab); GameObject secondStake = Instantiate(stakePrefab); GameObject thirdStake = Instantiate(stakePrefab); mineStake.GetComponent <StakeControl>().setStake(bulletDamage); mineStake.transform.position = gameObject.transform.position; LinealProjectile projectile = mineStake.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; projectile.setRotation(GetComponentInParent <PlayerAiming>().AimDirection.normalized); projectile.Velocity = GetComponentInParent <PlayerAiming>().AimDirection.normalized; secondStake.GetComponent <StakeControl>().setStake(bulletDamage); secondStake.transform.position = gameObject.transform.position; LinealProjectile secondProjectile = secondStake.GetComponent <LinealProjectile>(); secondProjectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; float theRotation = Mathf.Atan2(GetComponentInParent <PlayerAiming>().AimDirection.y, GetComponentInParent <PlayerAiming>().AimDirection.x) * Mathf.Rad2Deg; theRotation += 20; Vector2 newDirectionPositive = new Vector2(Mathf.Cos(theRotation * Mathf.Deg2Rad), Mathf.Sin(theRotation * Mathf.Deg2Rad)); secondProjectile.setRotation(newDirectionPositive.normalized); secondProjectile.Velocity = newDirectionPositive.normalized; thirdStake.GetComponent <StakeControl>().setStake(bulletDamage); thirdStake.transform.position = gameObject.transform.position; LinealProjectile thirdProjectile = thirdStake.GetComponent <LinealProjectile>(); thirdProjectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; float the2Rotation = Mathf.Atan2(GetComponentInParent <PlayerAiming>().AimDirection.y, GetComponentInParent <PlayerAiming>().AimDirection.x) * Mathf.Rad2Deg; the2Rotation -= 20; Vector2 newDirectionNegative = new Vector2(Mathf.Cos(the2Rotation * Mathf.Deg2Rad), Mathf.Sin(the2Rotation * Mathf.Deg2Rad)); thirdProjectile.setRotation(newDirectionNegative.normalized); thirdProjectile.Velocity = newDirectionNegative.normalized; StartCoroutine(fire(_fireRate)); }
public void shotStake() { if (canShoot) { if (CoolDownTracker <= 0) { CoolDownTracker = _coolDown; GameObject mineStake = Instantiate(_stakePrefab); mineStake.GetComponent <StakeControl>().setStake(_damage); mineStake.transform.position = gameObject.transform.position; LinealProjectile projectile = mineStake.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; projectile.setRotation(_aiming.AimDirection.normalized); projectile.Velocity = _aiming.AimDirection.normalized; } } }
public void shootPosionDart() { if (canShoot) { if (CoolDownTracker <= 0) { CoolDownTracker = _coolDown; GameObject poisonDart = Instantiate(_poisonDartPrefab); poisonDart.GetComponent <PoisonDartController>().setDart(_damagePerTick); poisonDart.transform.position = gameObject.transform.position; LinealProjectile projectile = poisonDart.GetComponent <LinealProjectile>(); projectile._projetileOwner = Projectile.ProjectileOwner.PLAYER; projectile.setRotation(_aiming.AimDirection.normalized); projectile.Velocity = _aiming.AimDirection.normalized; } } }
private void shootBullet() { if (gameObject.active) { GameObject bullet = Instantiate(_bulletPrefab); bullet.transform.position = gameObject.transform.position; //rotation LinealProjectile projectile = bullet.GetComponent <LinealProjectile>(); if (projectile != null) { projectile._projetileOwner = Projectile.ProjectileOwner.ENEMY; projectile.Damage = _damage; projectile.setRotation(direction); projectile.Velocity = direction; } Invoke("shootBullet", fireRate); } }