private void Shoot() { GameObject bulletGO = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); BulletScript bullet = bulletGO.GetComponent <BulletScript>(); if (bullet != null) { bullet.Seek(target); } }
//--------------------------------------------------------------------------------------------------------------------------------------------// // // // ShootProjectile(); // // // //--------------------------------------------------------------------------------------------------------------------------------------------// #region Code Summary ShootProjectile /// <summary> /// Called every time the fire cooldown timer reaches zero /// ----------- /// Instantiates a bullet based on its prefab at the end of the turret's barrel /// ----------- /// if the bullet is not null call bullet.Seek(target) where target is the current target of the turret /// </summary> #endregion virtual public void ShootProjectile() { GameObject bulletGameObject = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); BulletScript bullet = bulletGameObject.GetComponent <BulletScript>(); if (bullet != null) { bullet.Seek(target); } }
//Spawns a bullet and targets closet enemy void Shoot() { //Debug.Log("SHOOT!"); GameObject bulletGO = (GameObject)Instantiate(bullterPrefab, firePoint.position, firePoint.rotation); BulletScript bullet = bulletGO.GetComponent <BulletScript>(); if (bullet != null) { bullet.Seek(target); } //Play sound for bullet here gameObject.GetComponent <AudioSource>().Play(); }
private void MakeShoot() { GameObject bullet = towerScript.bulletsPool.GetBullet(); bullet.transform.position = transform.position; bullet.SetActive(true); GameObject nearestTarget = GetNearestEnemy(); BulletScript bulletScript = bullet.GetComponent <BulletScript>(); bulletScript.damage = towerScript.mTowerSO.damage; bulletScript.speed = towerScript.mTowerSO.bulletSpeed; bulletScript.Seek(nearestTarget.transform); }
void Shoot() { //bullet = (GameObject)Instantiate (bulletPrefab, firePoint.position, firePoint.rotation); audioSrc.PlayOneShot(audioSrc.clip, 0.2f); bullet = AmmoBank.instance.bullets.Pop(); bullet.transform.position = firePoint.position; bullet.transform.localRotation = firePoint.rotation; bullet.SetActive(true); bulletScript = bullet.GetComponent <BulletScript> (); if (bulletScript != null) { bulletScript.Seek(target, targetScript); } }