private void MakeProjectile(GameObject projectile) { Vector2 temp = new Vector2(anime.GetFloat("moveX"), anime.GetFloat("moveY")); PlayerProjectile arrow = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent <PlayerProjectile>(); arrow.Setup(temp, ChooseProjectileDirection()); }
private void MakeProjectile(GameObject projectile, string direction) { Vector2 temp = Vector2.zero; if (direction.Equals("s")) { //go south temp = new Vector2(0, -1); } else if (direction.Equals("sw")) { //go southwest temp = new Vector2(-1, -1); } else if (direction.Equals("se")) { //go southeast temp = new Vector2(1, -1); } else if (direction.Equals("n")) { //go north temp = new Vector2(0, 1); } else if (direction.Equals("ne")) { //go northeast temp = new Vector2(1, 1); } else if (direction.Equals("nw")) { //go northwest temp = new Vector2(-1, 1); } else if (direction.Equals("w")) { //go west temp = new Vector2(-1, 0); } else if (direction.Equals("e")) { //go east temp = new Vector2(1, 0); } PlayerProjectile arrow = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent <PlayerProjectile>(); arrow.Setup(temp, ChooseArrowDirection(temp)); }