private void genBullet(float force) { //The Bullet instantiation happens here. GameObject Temporary_Bullet_Handler_1; GameObject Temporary_Bullet_Handler_2; Temporary_Bullet_Handler_1 = Instantiate(Bullet, Bullet_Emitter_1.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject; Temporary_Bullet_Handler_2 = Instantiate(Bullet, Bullet_Emitter_2.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject; Rigidbody Temporary_RigidBody_1; Temporary_RigidBody_1 = Temporary_Bullet_Handler_1.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_2; Temporary_RigidBody_2 = Temporary_Bullet_Handler_2.GetComponent <Rigidbody>(); //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force. Temporary_RigidBody_1.AddForce(transform.forward * force * 1000); Temporary_RigidBody_2.AddForce(transform.forward * force * 1000); Destroy(Temporary_Bullet_Handler_1, 4f); Destroy(Temporary_Bullet_Handler_2, 4f); InnerCounter = 0; }
// Update is called once per frame void Update() { if (Input.GetKeyDown("space")) { //The Bullet instantiation happens here. GameObject Temporary_Bullet_Handler_1; GameObject Temporary_Bullet_Handler_2; Temporary_Bullet_Handler_1 = Instantiate(Bullet, Bullet_Emitter_1.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject; Temporary_Bullet_Handler_2 = Instantiate(Bullet, Bullet_Emitter_2.transform.position, Quaternion.Euler(90, 0, 0)) as GameObject; //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package. //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh. //Temporary_Bullet_Handler.transform.Rotate(Vector3.forward); //Retrieve the Rigidbody component from the instantiated Bullet and control it. Rigidbody Temporary_RigidBody_1; Temporary_RigidBody_1 = Temporary_Bullet_Handler_1.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_2; Temporary_RigidBody_2 = Temporary_Bullet_Handler_2.GetComponent <Rigidbody>(); //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force. Temporary_RigidBody_1.AddForce(transform.forward * Bullet_Forward_Force * 1000); Temporary_RigidBody_2.AddForce(transform.forward * Bullet_Forward_Force * 1000); //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty. Destroy(Temporary_Bullet_Handler_1, 4f); Destroy(Temporary_Bullet_Handler_2, 4f); } }
public void Shoot() { audioSource.clip = audioClip; audioSource.Play(); //KOGELS SPAWNEN GameObject Temporary_kogel_handeler; Temporary_kogel_handeler = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_1; Temporary_kogel_handeler_1 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_2; Temporary_kogel_handeler_2 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_3; Temporary_kogel_handeler_3 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; //KOGELS SPAWNEN (DIAGONAAL) GameObject Temporary_kogel_handeler_4; Temporary_kogel_handeler_4 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_5; Temporary_kogel_handeler_5 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_6; Temporary_kogel_handeler_6 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; GameObject Temporary_kogel_handeler_7; Temporary_kogel_handeler_7 = Instantiate(kogelPrefab, kogelspawn.transform.position, kogelspawn.transform.rotation) as GameObject; //KOGELS RIGIDBODY Rigidbody Temporary_RigidBody; Temporary_RigidBody = Temporary_kogel_handeler.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_1; Temporary_RigidBody_1 = Temporary_kogel_handeler_1.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_2; Temporary_RigidBody_2 = Temporary_kogel_handeler_2.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_3; Temporary_RigidBody_3 = Temporary_kogel_handeler_3.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_4; Temporary_RigidBody_4 = Temporary_kogel_handeler_4.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_5; Temporary_RigidBody_5 = Temporary_kogel_handeler_5.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_6; Temporary_RigidBody_6 = Temporary_kogel_handeler_6.GetComponent <Rigidbody>(); Rigidbody Temporary_RigidBody_7; Temporary_RigidBody_7 = Temporary_kogel_handeler_7.GetComponent <Rigidbody>(); //KOGELS BEWEGING Temporary_RigidBody.AddForce(new Vector3(-1, 0, 0) * kogelspeed); Temporary_RigidBody_1.AddForce(new Vector3(1, 0, 0) * kogelspeed); Temporary_RigidBody_2.AddForce(new Vector3(0, 0, -1) * kogelspeed); Temporary_RigidBody_3.AddForce(new Vector3(0, 0, 1) * kogelspeed); //KOGELS BEWEGING (DIAGONAAL) Temporary_RigidBody_4.AddForce(new Vector3(-1, 0, 1) * kogelspeed); Temporary_RigidBody_5.AddForce(new Vector3(1, 0, -1) * kogelspeed); Temporary_RigidBody_6.AddForce(new Vector3(-1, 0, -1) * kogelspeed); Temporary_RigidBody_7.AddForce(new Vector3(1, 0, 1) * kogelspeed); //KOGELS DESTROY Destroy(Temporary_kogel_handeler, 1.0f); Destroy(Temporary_kogel_handeler_1, 1.0f); Destroy(Temporary_kogel_handeler_2, 1.0f); Destroy(Temporary_kogel_handeler_3, 1.0f); Destroy(Temporary_kogel_handeler_4, 1.0f); Destroy(Temporary_kogel_handeler_5, 1.0f); Destroy(Temporary_kogel_handeler_6, 1.0f); Destroy(Temporary_kogel_handeler_7, 1.0f); }