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 Hit(int damage) { if (damage > 0) { if (injureTimer <= 0) { kick.Play(); mgr.bloodLoss(); mgr.PlayHitAnimation(); injureTimer = injuredInterval; } } }
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; }