void Shock() { foreach (SpriteRenderer renderer in spriteRenderers) { if (renderer.transform.parent != null) { Debug.Log("Change sprite"); renderer.sprite = attack; } } print("Shock"); GameObject bulletPrefab = towerData.CurrentLevel.bullet; // 1 Vector3 startPosition = gameObject.transform.position; startPosition.z = bulletPrefab.transform.position.z; // 2 GameObject newBullet = (GameObject)Instantiate(bulletPrefab); newBullet.transform.position = startPosition; ShockBehavior bulletComp = newBullet.GetComponent <ShockBehavior>(); shock = bulletComp; bulletComp.target = enemiesInRange; // 3 AudioSource audioSource = gameObject.GetComponent <AudioSource>(); audioSource.PlayOneShot(audioSource.clip); }
void Shock() { print("Shock"); GameObject bulletPrefab = towerData.CurrentLevel.bullet; // 1 Vector3 startPosition = gameObject.transform.position; startPosition.z = bulletPrefab.transform.position.z; // 2 GameObject newBullet = (GameObject)Instantiate(bulletPrefab); newBullet.transform.position = startPosition; ShockBehavior bulletComp = newBullet.GetComponent <ShockBehavior>(); shock = bulletComp; bulletComp.target = enemiesInRange; // 3 AudioSource audioSource = gameObject.GetComponent <AudioSource>(); audioSource.PlayOneShot(audioSource.clip); }