void FireTracer() //I made this take x and y because I was thinking about it and different enemies will need to fire from different parts of their models { GameObject bulletObject = new GameObject(); tTracerBullet bullet = bulletObject.AddComponent <tTracerBullet>(); bullet.init(m.GetTarget(), this); bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 0); bullet.transform.rotation = new Quaternion(this.transform.rotation.x, this.transform.rotation.y, this.transform.rotation.z, this.transform.rotation.w); }
public void init(tTracerBullet owner) { this.owner = owner; transform.parent = owner.transform; // Set the model's parent to the gem. transform.localPosition = new Vector3(0, 0, 0); // Center the model on the parent. name = "TracerBullet Model"; // Name the object. mat = GetComponent <Renderer>().material; mat.shader = Shader.Find("Sprites/Default"); // Tell the renderer that our textures have transparency. // Get the material component of this quad object. mat.mainTexture = Resources.Load <Texture2D>("Textures/tracerBullet"); // Set the texture. Must be in Resources folder. //mat.color = new Color(0,1,0); }