public void init(tBullet owner) { this.owner = owner; transform.parent = owner.transform; // Set the model's parent to the gem. transform.localPosition = new Vector3(0, 0, 0); // Center the model on the parent. name = "Bullet Model"; // Name the object. mat = GetComponent <Renderer>().material; mat.shader = Shader.Find("Sprites/Default"); // Tell the renderer that our textures have transparency. // Get the material component of this quad object. if (this.owner.name == "Bullet") { mat.mainTexture = Resources.Load <Texture2D> ("Textures/playerbullet"); // Set the texture. Must be in Resources folder. //mat.color = new Color(1,1,1); } else if (this.owner.name == "SpecialBullet") { mat.mainTexture = Resources.Load <Texture2D> ("Textures/specialBullet"); // Set the texture. Must be in Resources folder. //mat.color = new Color(1,0,0); } this.transform.rotation = new Quaternion(owner.transform.rotation.x, owner.transform.rotation.y, owner.transform.rotation.z, owner.transform.rotation.w); }
public void shoot(int x) { if (clock - cdbuf > cd) { if (this.firstRun) { this.owner.m.PlayEffect(this.owner.m.shootClip); } GameObject bulletObject = new GameObject(); tBullet bullet = bulletObject.AddComponent <tBullet>(); bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 0); bullet.transform.eulerAngles = new Vector3(0, 0, x); bullet.init(this); cdbuf = clock; } }