void fireShot()
    {
        if (cooldownTimer != 0)
        {
            return;
        }

        if (delayTimer <= 0)
        {
            targetPlayer();
            GameObject bullet_clone = Instantiate(Resources.Load("Prefabs/Bullets/bullet_enemy_snap"),
                                                  tsfm.position, tsfm.rotation) as GameObject;
            bullet_velocitySnap bullet_clone_bullet = bullet_clone.GetComponent <bullet_velocitySnap>();
            bullet_clone_bullet.speed      = bullet_speed;
            bullet_clone_bullet.spawn_time = shotSpawnTime;
            bullet_clone_bullet.setSnapVelocity(driver_velocity);
            bullet_clone.transform.rotation = Quaternion.Euler(0, 0, target_angle);
            shotCounter--;
            delayTimer = shotDelay;
        }
        if (shotCounter == 0)
        {
            cooldownTimer = weaponCooldown;
            delayTimer    = 0;
        }
    }
示例#2
0
    // Will redo after making subclasses from bullets

    void makeShot(float angle)
    {
        //*
        GameObject bullet_clone = Instantiate(Resources.Load("Prefabs/Bullets/bullet_player"),
                                              shot_spawn.position, shot_spawn.rotation) as GameObject;
        bullet_velocitySnap bullet_clone_bullet = bullet_clone.GetComponent <bullet_velocitySnap>();

        bullet_clone_bullet.speed      = driver.getSpeed();
        bullet_clone_bullet.spawn_time = 5;
        bullet_clone.transform.Rotate(0, 0, angle);
        bullet_clone_bullet.setSnapVelocity(driver.gameObject.GetComponent <Rigidbody2D>().velocity);
        bullet_clone_bullet.setPlayerID(driver.getPlayerID());

        //*/
    }