public void UpdateRotation(float a) { angle = a; direction = CS_Utils.DegreeToPoint(a); transform.rotation = Quaternion.Euler(0.0f, 0.0f, a - 90); rb.velocity = direction * speed; }
public override void SpecialCollision(Collision2D collision) { Rigidbody2D rb = GetComponent <Rigidbody2D>(); CS_Projectile_Collision pc = GetComponent <CS_Projectile_Collision>(); float magnitude = rb.velocity.magnitude; float angle = CS_Utils.PointToDegree(rb.velocity); CS_Projectile_Collision.Owner owner = pc.GetOwner(); float angle1 = (angle + 45); Vector2 velocity1 = CS_Utils.DegreeToPoint(angle1); CreateChild(velocity1, magnitude, owner); float angle2 = (angle - 45); Vector2 velocity2 = CS_Utils.DegreeToPoint(angle2); CreateChild(velocity2, magnitude, owner); Destroy(gameObject); }