private void Awake() { int index = Random.Range(0, bullets.Length); waterBullet = bullets[index].GetComponent <WaterBullet>(); waterBullet.gameObject.GetComponentInChildren <SpriteRenderer>().color = Color.red; }
void Shoot() { //Debug.Log("shoot!"); GameObject bulletgo = (GameObject)Instantiate(bulletprefab, firepoint.position, firepoint.rotation); WaterBullet bullet = bulletgo.GetComponent <WaterBullet>(); if (bullet != null) { //bullet.Seek(target); bullet.Seekenemy(target); } }
private void DoStuff() { Vector3 pos = transform.position; if (playerController.isTurnedLeft) { pos += playerGraphics.right * 0.4f; } else { pos += playerGraphics.right * -0.4f; } ammo--; nextShootTime = Time.time + rateOfFire; AudioController.Play(Sound.Shoot); GameObject bullet = Instantiate(waterBulletPrefab, pos, playerGraphics.rotation); WaterBullet bulletScript = bullet.GetComponent <WaterBullet>(); bulletScript.flyLeft = playerController.isTurnedLeft; Vector2 force = new Vector2(); if (playerController.isTurnedLeft) { force = -playerGraphics.right; } else { force = playerGraphics.right; } if (!playerController.isGrounded) { force *= bulletScript.bulletSpeed * 25; } else { force *= bulletScript.bulletSpeed * 5; } playerController.rbody.velocity += force * Time.deltaTime; }