private void ShootGuns() { if (moonChunkAmount > 0) { //MoonProjectile.Create(Guns[0].position, camera.ScreenToWorldPoint(Input.mousePosition) + // new Vector3(Guns[0].position.x, 0, 0)); MoonProjectile.Create(Guns[0].position, GunTargets[0].position); moonChunkAmount--; } if (moonChunkAmount > 0) { // MoonProjectile.Create(Guns[1].position, camera.ScreenToWorldPoint(Input.mousePosition) + // new Vector3(Guns[1].position.x, 0, 0)); // moonChunkAmount--; MoonProjectile.Create(Guns[1].position, GunTargets[1].position); moonChunkAmount--; } if (moonChunkAmount > 0) { // MoonProjectile.Create(Guns[2].position, camera.ScreenToWorldPoint(Input.mousePosition) + // new Vector3(Guns[2].position.x, 0, 0)); // moonChunkAmount--; MoonProjectile.Create(Guns[2].position, GunTargets[2].position); moonChunkAmount--; } if (moonChunkAmount > 0) { //MoonProjectile.Create(Guns[3].position, camera.ScreenToWorldPoint(Input.mousePosition)); //moonChunkAmount--; MoonProjectile.Create(Guns[3].position, GunTargets[3].position); moonChunkAmount--; } }
public static MoonProjectile Create(Vector2 spawnPosition, Vector2 targetPosition) { Transform pfProjectile = Resources.Load <Transform>("pfMoonProjectile"); Transform projectileTransform = Instantiate(pfProjectile, spawnPosition, Quaternion.identity); MoonProjectile projectile = projectileTransform.GetComponent <MoonProjectile>(); projectile.SetTargetPosition(targetPosition); return(projectile); }