override protected void Update() { // Move base.Update(); // Once at the target, fire periodically if (SquadReady()) { if (timer.Update(Time.deltaTime)) { // Fire a shot GameObject bulletObj = GameObject.Instantiate(missilePrefab); bulletObj.transform.position = transform.position; Missile missile = bulletObj.GetComponent <Missile>(); missile.Launch(transform.forward * 15.0f); } } }
override protected void Update() { // Move base.Update(); // Once at the target, fire periodically if (SquadReady()) { if (timer.Update(Time.deltaTime)) { // Fire a shot for (int i = 0; i < 2; i++) { float sign = (i * 2.0f) - 1.0f; GameObject bulletObj = GameObject.Instantiate(bulletPrefab); bulletObj.transform.position = transform.position + new Vector3(sign * 2.0f, 0.0f, 0.0f); Bullet bullet = bulletObj.GetComponent <Bullet>(); bullet.velocity = new Vector3(shotDirection.x * sign, shotDirection.y, shotDirection.z) * 20.0f; } } } }