bool ThePlayerIsInLineOfSight(WeaponPulse bullet, Collider2D playerCollider) { RaycastHit2D whatWasHit = WhatIsInTheDirectionOfThePlayer(bullet, playerCollider); if (GameManager.self.search.IsThisThePlayer(whatWasHit.transform.gameObject)) { return(true); } return(false); }
void DetermineCircleSize(WeaponPulse bullet) { if (bullet.CircleCollider2D.radius > circleRadiusMaximum) { ResetCircleRadius(bullet); } else { IncreaseCircleRadius(bullet); } }
RaycastHit2D WhatIsInTheDirectionOfThePlayer(WeaponPulse bullet, Collider2D playerCollider) { Vector2 direction = playerCollider.transform.position - bullet.transform.position; return(Physics2D.Raycast(bullet.transform.position, direction, bullet.CircleCollider2D.radius, whatToLookFor)); }
void IncreaseCircleRadius(WeaponPulse bullet) { bullet.CircleCollider2D.radius += (Time.fixedDeltaTime * bullet.Speed); }
void ResetCircleRadius(WeaponPulse bullet) { bullet.CircleCollider2D.radius = bullet.BulletSize; }