Пример #1
0
    private void ENTER_Firing()
    {
        Debug.Log("Firing Now");
        _state           = STATE.S_Firing;
        _stateChangeTime = Time.time;

        PJ_Bolt b = Instantiate(PF_Bolt, transform.position, transform.rotation);

        b.FFireDirection(Vector3.Normalize(rPC.transform.position - transform.position));
    }
Пример #2
0
    void Update()
    {
        Vector3 vDir = rPC.transform.position - transform.position;

        vDir.y            = 0f;
        vDir              = Vector3.Normalize(vDir);
        transform.forward = vDir;
        // transform.rotation = Quaternion.Euler(vDir);

        if (Time.time - _lastShot > _shotInterval)
        {
            PJ_Bolt b = Instantiate(PF_Bolt, rFirePoint.transform.position, transform.rotation);
            vDir = rPC.transform.position - rFirePoint.transform.position;
            b.FFireDirection(vDir);
            _lastShot = Time.time;
        }
    }
Пример #3
0
    void Update()
    {
        // rotate towards the player.
        Vector3 vDir = rPC.transform.position - transform.position;

        vDir = Vector3.Normalize(vDir);
        float angle = Mathf.Atan2(vDir.y, vDir.x) * Mathf.Rad2Deg;

        angle -= 90;
        transform.eulerAngles = new Vector3(0, 0, angle);

        if (Time.time - _lastShot > _shotInterval)
        {
            PJ_Bolt b = Instantiate(PF_Bolt, rFirePoint.transform.position, transform.rotation);
            vDir = rPC.transform.position - rFirePoint.transform.position;
            b.FFireDirection(vDir);
            _lastShot = Time.time;
        }
    }