private void Shoot() { Vector2 playerPosition = new Vector2(transform.position.x, transform.position.y); Vector2 projDirection = mousePos - playerPosition; Vector2 projTarget = playerPosition + (projDirection.normalized * firingDistance); GameObject proj = Instantiate(projectile, transform.position, firePoint.transform.rotation); PlayerProjectile projScript = proj.GetComponent <PlayerProjectile>(); projScript.init(projTarget, projDirection, playerDamage, knockback); }
private void fire() { Collider2D target = getTarget(); if (target != null) { if (minxRange < Mathf.Abs(transform.position.x - target.transform.position.x)) { anim.Play("Fire"); if (fireSound != null) { fireSound.play(); } PlayerProjectile p = Instantiate(projectile); p.init(transform.rotation.eulerAngles.z, transform.position, new Vector2(target.transform.position.x, target.transform.position.y - target.transform.localScale.y / 2)); transform.rotation = p.transform.rotation; } } }