private void checkForDistanceAndMenageIfColliderEnabled() { float dist = Vector2.Distance(transform.position, GameMenager.getPlayerPosition()); if (dist > distanceThatColiderIsDisabled) { circleCollider.enabled = false; } else if (dist < distanceThatColiderIsEnabled) { circleCollider.enabled = true; } }
public void shoot() { if (Vector2.Distance(transform.position, GameMenager.getPlayerPosition()) > distanceFromPlayerThatShipIsAllowedToShoot) { return; } float distanceFromBullet = 0.1f; GameObject bullet = Instantiate(bulletPrefab, (Vector2)transform.position + facingDirectionNormalized * distanceFromBullet, transform.rotation); bullet.GetComponent <Bullet>().ID = fleetID; bullet.GetComponent <Bullet>().setFleetThatBulletOrginatesFrom(transform.parent.gameObject); }