// Use this for initialization void Start() { // initialize shooter _gun = GetComponent <Gun>(); _circleShootHelper = GetComponent <CircleShootingAI>(); _playerHealth = GetComponent <DestoriableTarget>(); StartCoroutine(DelayUpdateLifeInfo()); }
private void OnSceneGUI() { _targ = target as CircleShootingAI; _handleTransform = _targ.transform; _handleRotation = Tools.pivotRotation == PivotRotation.Local ? _handleTransform.rotation : Quaternion.identity; Vector3 circleNormal = _handleTransform.TransformDirection(Vector3.up); _arcFrom = _targ.ShootDirection; _arcFrom = Quaternion.Euler(0f, -_targ.radio * 0.5f, 0) * _arcFrom; // draw range Handles.color = Color.red; Handles.DrawSolidArc(_handleTransform.position, circleNormal, _arcFrom, _targ.radio, _targ.radius); DrawBulletHoles(); }