void Update() { Vector3 mousePosScreen = Input.mousePosition; Vector3 mousePosWorld = Camera.main.ScreenToWorldPoint(mousePosScreen); cooldownTimer -= Time.deltaTime; Debug.Log(mousePosWorld); if (Input.GetMouseButtonUp(1) && cooldownTimer <= 0) { //Player is x1 y1 //Mouse is x2 y2 //(y2-y1)/(x2-x1) = Slope of the line between Mouse and Player //Inverse Tangent of the Slope = Angle float angle = (float)Math.Atan((mousePosScreen.y - transform.position.y) / (mousePosScreen.x - transform.position.x)); cooldownTimer = fireDelay; Vector3 offset = transform.rotation * new Vector3(2f, .25f, 0); Instantiate(bulletPrefab, transform.position + offset, transform.rotation); //TurnBasedCombatStateMachine.playerTurn++; //turns.currentState = turns.currentState; realTurns.nextTurn(); } }
void Awake() { GameObject Rob = GameObject.Find("Rob"); GameObject Rob2 = GameObject.Find("Rob2"); realTurns = new TurnClass(Rob, Rob2); Debug.Log("executed the start line of playershooting"); realTurns.nextTurn(); }