void Shoot() { GameObject bulletGameObject = (GameObject)Instantiate(bullet, firePoint.position, firePoint.rotation); MoveBullet bulletNew = bulletGameObject.GetComponent <MoveBullet>(); if (bulletNew != null) { bulletNew.Seek(target); } }
// Update is called once per frame void Update() { if (isFiring) { shotCd -= Time.deltaTime; if (shotCd <= 0) { MoveBullet newBullet = Instantiate(bullet, barrelEnd.position, barrelEnd.rotation) as MoveBullet; newBullet.speed = bulletSpeed; shotCd = timeBetweenShots; } } }
void Update() { if (Input.GetAxisRaw("Fire1") > 0 && Time.fixedTime > lastShot + gunTimer) { Vector2 mousePos = Input.mousePosition; mousePos.x -= Screen.width / 2; mousePos.y -= Screen.height / 2; Vector3 position = new Vector3(transform.position.x + mousePos.normalized.x, transform.position.y, transform.position.z + mousePos.normalized.y); bullet = Instantiate(bulletPrefab, position, Quaternion.identity); shot = bullet.GetComponent <MoveBullet>(); lastShot = Time.time; shot.NewMove(bulletSpeed, mousePos); } }
public void Shoot() { if (shootCooldown <= 0 && reloadCooldown <= 0) { instantiate(fireEffect, transform.position); gunSound.Play(); ammunitionCurrent--; UpdateAmmoCurrent(); if (ammunitionCurrent == 0) { reloadCooldown = reloadTime; ammunitionCurrent = ammunitionMax; } shootCooldown = shootingRate; var shotTransform = Instantiate(bulletPrefab) as Transform; shotTransform.position = new Vector3(transform.position.x + player.GetObjectWidth(), transform.position.y, transform.position.z + 0.1f); MoveBullet move = shotTransform.gameObject.GetComponent<MoveBullet>(); move.direction = new Vector2(1, Random.Range(-0.05f, 0.05f)); } }
void FixedUpdate() { if (Input.GetButtonDown("Fire")) { if (!sprite.flipY) { objectLocation = instantiateLocation.transform; } else { objectLocation = instantiateLocation2.transform; } MoveBullet obj = (Instantiate(Resources.Load("Bullet"), objectLocation.position, objectLocation.rotation) as GameObject).GetComponent <MoveBullet>(); obj.bulletSpeed += (transform.position.x - prevX) * 10; obj.ShotBy = transform.root.gameObject; } prevX = transform.position.x; }
//Default Methods void Start() { ricochet = GetComponent <MoveBullet>(); ricocheted = false; }