void UpdateShootAtTarget() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); ////(1) RaycastHit hit; if (Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("Plane"))) ////(2) { if (Input.GetKeyDown(shootKey) && hit.transform.gameObject.tag == "floor") { shootState = true; ////(3) target = new Vector3(hit.point.x, this.transform.position.y, hit.point.z); } } ////(7) if (shootState) ////(5) { shootState = false; if (Vector3.Distance(this.transform.position, target) < 0.1f) { } else { this.transform.LookAt(target); GameObject br = Instantiate(boomerang, this.transform.position + this.transform.forward * fowardDistance, Quaternion.identity); Follower follower = br.GetComponent <Follower> (); follower.Flyout(target); follower.player = this.gameObject.transform; Bonerang bonerang = br.GetComponent <Bonerang> (); bonerang.scoreUIMgr = scoreUIMgr; bloodMgr.bloodLoss(); } } }
// Use this for initialization void Start() { state = State.Start; if (!shoot.isPlaying) { shoot.Play(); } bonerang = this.GetComponent <Bonerang> (); }
void UpdateShootForward() { if (Input.GetKeyDown(shootKey)) { target = this.transform.position + this.transform.forward * 10; // this.transform.LookAt (target); GameObject br = Instantiate(boomerang, this.transform.position + this.transform.forward * fowardDistance, Quaternion.identity); Follower follower = br.GetComponent <Follower> (); follower.wasdMove = GetComponent <WASDMove> (); follower.Flyout(target); follower.player = this.gameObject.transform; Bonerang bonerang = br.GetComponent <Bonerang> (); bonerang.scoreUIMgr = scoreUIMgr; bloodMgr.bloodLoss(); } }
public void shoot() { // target = this.transform.position + this.transform.forward * 10; // this.transform.LookAt (target); Vector3 initPos = rightHand.position; initPos.y = flyingHeight; GameObject br = Instantiate(boomerang, initPos + this.transform.forward * fowardDistance, Quaternion.identity); br.transform.SetParent(boomerangFolder); Follower follower = br.GetComponent <Follower> (); follower.GetRB(); follower.wasdMove = GetComponent <WASDMove> (); follower.Flyout(target); follower.player = this.gameObject.transform; Bonerang bonerang = br.GetComponent <Bonerang> (); bonerang.scoreUIMgr = scoreUIMgr; bloodMgr.bloodLoss(); isFinishShoot = true; }