void Start()
    {
        collisionTimer = COLLISION_COOLDOWN;

        projectileType = GetComponent <CS_Projectile_Type>();
        movement       = GetComponent <CS_Projectile_Movement>();
        rb             = GetComponent <Rigidbody2D>();

        ChangeOwner(owner);
        previousAngle = 0.0f;
    }
 void Update()
 {
     timer -= Time.deltaTime;
     if (timer <= 0)
     {
         CS_Projectile_Movement i = Instantiate(projectile, spawnLocation.position, spawnLocation.rotation, parent);
         float angle = Random.Range(0, 360);
         i.angle = angle;
         if (rotateObject)
         {
             rotateObject.rotation = Quaternion.Euler(0.0f, 0.0f, angle - 90);
         }
         i.speed = projectileSpeed;
         timer   = spawnRate;
     }
 }
Exemplo n.º 3
0
    void Update()
    {
        float angle = CS_Utils.PointToDegree(target.position - rotateObject.position);

        if (rotateObject)
        {
            rotateObject.rotation = Quaternion.Euler(0.0f, 0.0f, angle + 90);
        }
        timer -= Time.deltaTime;
        if (timer <= 0)
        {
            CS_Projectile_Movement i = Instantiate(projectile, spawnLocation.position, spawnLocation.rotation, parent);
            i.angle = angle;
            i.speed = projectileSpeed;
            timer   = spawnRate;
        }
    }
 private void Start()
 {
     projectileMovement = GetComponent <CS_Projectile_Movement>();
     target             = GameObject.FindGameObjectWithTag("Player");
 }