void CreateProjectile(Projectile projectile, float xSpeed, float ySpeed) { GameObject player = GameObject.FindGameObjectWithTag("Player"); // Vector2 projectileVector = DIRECTION.normalized * 8f; // //projectile at the player Projectile newProjectile = Instantiate(projectile); newProjectile.transform.position = this.transform.position; newProjectile.setSpeed(xSpeed, ySpeed); ///* if (player.GetComponent <Player>().spreadShot) { for (int i = 1; i <= 3; i++) { int angleSpread = 20; Vector2 baseShot = new Vector2(projectileVector.x, projectileVector.y); Vector2 positiveSpreadVector = Quaternion.Euler(0, 0, angleSpread * 2) * baseShot; Vector2 negativeSpreadVector = Quaternion.Euler(0, 0, angleSpread * -2) * baseShot; //Vector2 positiveSpreadVector = Quaternion.Euler(0, 0, angleSpread * i) * baseShot; //Vector2 negativeSpreadVector = Quaternion.Euler(0, 0, angleSpread * -i) * baseShot; PlayerProjectile positiveSpreadShot = Instantiate(playerProjectile); positiveSpreadShot.transform.position = this.transform.position; positiveSpreadShot.setSpeed(positiveSpreadVector.x, positiveSpreadVector.y); PlayerProjectile negativeSpreadShot = Instantiate(playerProjectile); negativeSpreadShot.transform.position = this.transform.position; negativeSpreadShot.setSpeed(negativeSpreadVector.x, negativeSpreadVector.y); } } //*/ }