//fires one projectile at given position with given direction void Fire(Vector3 position, Vector3 direction) { //make bullet and flash, handle different cases depending on current weapon switch (currentWeapon) { case 1: GameObject projFlareGun = Instantiate <GameObject>(ProjectileFlareGun, position, transform.rotation); //set bullet velocity projFlareGun.GetComponent <Rigidbody2D>().velocity = (direction * ProjectileSpeed) + (Vector3)myRb.velocity; //move bullet projFlareGun.transform.Translate(Vector3.up * 0.80f, Space.Self); projFlareGun.transform.Translate(Vector3.right * 0.475f, Space.Self); AudioManage.PlaySound("flareShot"); break; case 2: GameObject projHarpoonGun = Instantiate <GameObject>(ProjectileHarpoonGun, position, transform.rotation); //set bullet velocity projHarpoonGun.GetComponent <Rigidbody2D>().velocity = (direction * ProjectileSpeed) + (Vector3)myRb.velocity; //move bullet projHarpoonGun.transform.Translate(Vector3.up * 0.80f, Space.Self); projHarpoonGun.transform.Translate(Vector3.right * 0.475f, Space.Self); break; } GameObject newMuzzleFlash = Instantiate <GameObject>(MuzzleFlashEffect, position, transform.rotation); //move flash newMuzzleFlash.transform.Translate(Vector3.up * 0.80f, Space.Self); newMuzzleFlash.transform.Translate(Vector3.right * 0.475f, Space.Self); }
void Awake() { gamejudgeSound = GetComponent <AudioSource>(); gamejudgeSound.clip = bgm; gamejudgeSound.Play(); playerSound = gameObject.AddComponent <AudioSource>(); collectionSound = gameObject.AddComponent <AudioSource>(); enemySound = gameObject.AddComponent <AudioSource>(); instance = this; }
void Start() { turrets = transform.GetChild(0); firePos = transform.GetChild(0).GetChild(0); enemys = new List <GameObject>(); canAttack = false; times = 0; bulletPrefab = Resources.Load("Prefabs/Bullet") as GameObject; line = GetComponent <LineRenderer>(); GetComponent <SphereCollider>().isTrigger = true; GetComponent <SphereCollider>().radius = 10; GetComponent <Rigidbody>().useGravity = false; audioScirpt = GameObject.Find("AudioManage").GetComponent <AudioManage>(); }
private void Awake() { Instance = this; }
void Awake() { mAudioManager = this; }
void Start(){ Application.runInBackground = true; instance = this; al = this.GetComponent<AudioSource> (); }
// Use this for initialization void Start() { Instance = this; player = GetComponent <AudioSource>(); }