private void DoShot(ShotState state) { GameObject go = (GameObject)Instantiate(Shot, transform.position, Quaternion.identity); ShootFlying shotFlying = go.GetComponent <ShootFlying> (); switch (state) { case ShotState.DOWN: // Set flying direction and revert CoRoutineRunningValue shotFlying.FlyDown = true; CoRoutineIsRunningDown = false; break; case ShotState.LEFT: shotFlying.FlyLeft = true; CoRoutineIsRunningLeft = false; break; case ShotState.RIGHT: shotFlying.FlyRight = true; CoRoutineIsRunningRight = false; break; case ShotState.UP: shotFlying.FlyUp = true; CoRoutineIsRunningUp = false; break; } }
void Update() { if (Input.GetButtonDown(EnemyAWConst.FIRE)) { GameObject go = (GameObject)Instantiate(Bullet, transform.position, Quaternion.identity); ShootFlying shootFlying = go.GetComponent <ShootFlying>(); if (myPlayerController.facingRight) { shootFlying.FlyRight = true; } else { shootFlying.FlyLeft = true; } } }