public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans) { currentSpecialAmmo--; //Bullet Spawning var mine = PowerUpPool.GetObject(); mine.SetActive(true); mine.transform.position = spawnTrans.transform.position; mine.transform.up = spawnTrans.transform.up; var mineProperties = mine.GetComponent <TankMine>(); mineProperties.score = score; mineProperties.playerNum = playerNum; }
public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans) { currentSpecialAmmo--; var grenade = PowerUpPool.GetObject(); grenade.SetActive(true); grenade.transform.position = spawnTrans.transform.position; grenade.transform.up = spawnTrans.transform.up; Vector2 vel = grenade.transform.up * grenadeSpeed; grenade.GetComponent <Rigidbody2D>().velocity = vel; TankGrenade grenadeProperties = grenade.GetComponent <TankGrenade>(); grenadeProperties.startPos = spawnTrans.position; grenadeProperties.playerNum = playerNum; grenadeProperties.score = score; }
public override void shoot(TankScore score, Statics.Player playerNum, Transform spawnTrans) { currentSpecialAmmo--; //Bullet Spawning var bullet = PowerUpPool.GetObject(); bullet.SetActive(true); bullet.transform.position = spawnTrans.transform.position; bullet.transform.up = spawnTrans.transform.up; Vector2 vel = bullet.transform.up * bulletSpeed; bullet.GetComponent <Rigidbody2D>().velocity = vel; //Score and Owner TankBullet bulletProperties = bullet.GetComponent <TankBullet>(); bulletProperties.frontalDamage = frontDamage; bulletProperties.normalDamage = normalDamage; bulletProperties.playerNum = playerNum; bulletProperties.score = score; }