// Update is called once per frame void Update() { GameObject boss2 = GameObject.Find("boss"); bubbleShield bossScript = boss2.GetComponent <bubbleShield>(); deleteInst = bossScript.delInst; timer += Time.fixedDeltaTime; if (timer > actionTimer && deleteInst == true) { Debug.Log("deleting inst"); Destroy(gameObject); } }
// Update is called once per frame void Update() { GameObject boss2 = GameObject.Find("boss"); bubbleShield bossScript = boss2.GetComponent <bubbleShield>(); changeDir = bossScript.changeDirection; range = bossScript.isInRange; changeDir = bossScript.changeDirection; //Debug.Log(changeDir); if (changeDir == true) { //Debug.Log("Deflect projectile"); //playerProjectile.GetComponent<Rigidbody2D>().velocity = new Vector2(0, -movementSpeed * Time.fixedDeltaTime); //bossScript.changeDirection = false; // playerProjectile.velocity = (playerProjectile.velocity) * (-1); } }
// Update is called once per frame void Update() { actionTimer += Time.fixedDeltaTime; GameObject boss2 = GameObject.Find("boss"); bubbleShield bossScript = boss2.GetComponent <bubbleShield>(); changeDir = bossScript.changeDirection; range = bossScript.isInRange; changeDir = bossScript.changeDirection; Debug.Log(changeDir); if (Input.GetKey("up")) { direction = 0F; spawnPos = new Vector2(transform.position.x, transform.position.y + (playerSize.y * 2)); } if (Input.GetKey("down")) { direction = 1F; spawnPos = new Vector2(transform.position.x, transform.position.y - (playerSize.y * 2)); } if (Input.GetKey("right")) { direction = 2F; spawnPos = new Vector2(transform.position.x + (playerSize.x * 2), transform.position.y); } if (Input.GetKey("left")) { direction = 3F; spawnPos = new Vector2(transform.position.x - (playerSize.x * 2), transform.position.y); } if (Input.GetKeyDown("x")) { if (actionTimer > 0.2) { //Activate animation for animator.SetTrigger("Shoot"); //Debug.Log(spawnPos); GameObject projectileClone; projectileClone = Instantiate(playerProjectile, spawnPos, Quaternion.identity); //velocity.direction = direction; switch (direction) { case 0: projectileClone.GetComponent <Rigidbody2D>().velocity = new Vector2(0, movementSpeed * Time.fixedDeltaTime); break; case 1: projectileClone.GetComponent <Rigidbody2D>().velocity = new Vector2(0, -movementSpeed * Time.fixedDeltaTime); break; case 2: projectileClone.GetComponent <Rigidbody2D>().velocity = new Vector2(movementSpeed * Time.fixedDeltaTime, 0); break; case 3: projectileClone.GetComponent <Rigidbody2D>().velocity = new Vector2(-movementSpeed * Time.fixedDeltaTime, 0); break; } actionTimer = 0; } } }