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Fireballs continue in direction of click

This commit is contained in:
Ava Gaiety Wroten 2021-07-12 15:16:25 -05:00
parent c43c4a6f12
commit 55dd251d3d
3 changed files with 7 additions and 13 deletions

View file

@ -362,7 +362,7 @@ Transform:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 433189272}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 9.76, y: 0.18, z: 0}
m_LocalScale: {x: 2.501405, y: 1.9675635, z: 1.0282}
m_Children: []
@ -563,7 +563,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 569685893}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -0.097918645, y: -0.20009108, z: -1}
m_LocalPosition: {x: -0.097918645, y: -0.20009108, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 1027402150}

View file

@ -6,7 +6,6 @@ public class Fireball : MonoBehaviour
{
public float speed = 1.0f;
public AudioSource[] shootSounds;
public Vector3 destination;
private int shootSoundVariations = 5;
void Start()
@ -21,7 +20,6 @@ public class Fireball : MonoBehaviour
void Move()
{
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, destination, step);
transform.position += transform.up * speed * Time.deltaTime * -1;
}
}

View file

@ -20,22 +20,18 @@ public class FireballSpawner : MonoBehaviour
void Update()
{
if (timeBetweenShots > 0)
{
timeBetweenShots -= Time.deltaTime;
} else
{
if (Input.GetMouseButtonDown(0)) ShootFireball();
}
if (timeBetweenShots > 0) timeBetweenShots -= Time.deltaTime;
else if (Input.GetMouseButtonDown(0)) ShootFireball();
}
void ShootFireball()
{
Vector3 mouseClickFromCamera = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mouseClickFromCamera.z = 0;
Vector3 angleToClick = dragonHead.transform.position - mouseClickFromCamera;
GameObject spawnedFireball = Instantiate(fireball, fireballSource.transform.position, Quaternion.identity);
spawnedFireball.GetComponent<Fireball>().destination = mouseClickFromCamera;
spawnedFireball.transform.rotation = Quaternion.LookRotation(Vector3.forward, angleToClick);
timeBetweenShots = originalTimeBetweenShots;
}