public void Shoot()
        {
            if (!CanShoot())
            {
                return;
            }

            _weapon.CurrentClipSize--;
            _nextTimetoFire = 0f;
            Vector3 dir = Target.transform.position - transform.position;


            GameObject clone = Instantiate(_weapon.ProjectilePrefab, _weapon.ShootPosition.position, Quaternion.LookRotation(dir));
            EnemyStandardProjectile bullet = clone.GetComponent <EnemyStandardProjectile>();

            bullet.Direction = dir;
            bullet.Weapon    = _weapon;
        }
Exemplo n.º 2
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 public LifeTimeProjectile(EnemyStandardProjectile projectileStandard, float range)
 {
     ProjectileEnemyStandard = projectileStandard;
     ReamingLifeTime         = range;
 }
Exemplo n.º 3
0
 public void AddItemToDestruction(EnemyStandardProjectile projectileStandard)
 {
     _projectiles.Add(new LifeTimeProjectile(projectileStandard, projectileStandard.Range));
 }