/// <summary> /// Az egység különleges viselkedését írja le a 2-es cselekvés végrehajtásakor</summary> protected override void Act2() { var instantiated = Instantiate(action2, Vector3.one, Quaternion.identity) as GameObject; // instantiated.transform.parent = actionPos1; RetagHierarchy.Retag(instantiated.transform, tag + "Projectile"); instantiated.transform.localPosition = actionPos2.transform.position; instantiated.transform.localRotation = actionPos2.transform.rotation; }
protected override void Act2() { var gameObj = Instantiate(action2, new Vector3(0, 1, 0), transform.localRotation) as GameObject; RetagHierarchy.Retag(gameObj.transform, tag + "Projectile"); gameObj.transform.localRotation = transform.rotation; gameObj.transform.localPosition = new Vector3(0, 3, 0); gameObj.transform.localScale = transform.localScale; var PositionScript = gameObj.GetComponent <InheritPosition>(); PositionScript.parent = transform; PositionScript.initial = actionPos2; }
void Update() { if (gameObject.tag != "Untagged" && released == false) { if (!Input.GetButton(InputSettings.getAction1Button(gameObject.tag.Substring(0, 7)))) { gameObject.SetActive(false); var newGameObject = Instantiate(prefabToInstantiate, gameObject.transform.localPosition, gameObject.transform.localRotation) as GameObject; RetagHierarchy.Retag(newGameObject.transform, gameObject.tag); Destroy(gameObject); } } }
/// <summary> /// Az egység különleges viselkedését írja le az 1-es cselekvés végrehajtásakor</summary> protected override void Act1() { var gameObj = Instantiate(action1, actionPos1.position, transform.localRotation) as GameObject; RetagHierarchy.Retag(gameObj.transform, tag + "Projectile"); }