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enemyAttack.cs
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enemyAttack.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy_Saldiri : MonoBehaviour
{
public int saldırıGücü = 200;
public Can can;
public float menzil = 125.0f;
public float saldırıAraligi = 1.2f;
private float beklemesuresi;
public GameObject Enemy_Namlu;
public Transform Enemy_Namlu_pos;
public float mermi_hizi = 220f;
public GameObject watershot_prefab_ters;
// Use this for initialization
void Start()
{
can = can.GetComponent<Can>();
beklemesuresi = 0f;
}
// Update is called once per frame
void Update()
{
if (beklemesuresi > 0)
{
beklemesuresi -= Time.deltaTime;
}
//RaycastHit2D hit;
//hit = Physics2D.Raycast(Enemy_Namlu_pos.transform.position, Vector2.up, menzil);
//Debug.DrawRay(Enemy_Namlu_pos.transform.position, Vector2.up, Color.red);
if (Input.GetButton("Fire2"))
{
if (beklemesuresi <= 0)
{
ates();
beklemesuresi = beklemesuresi + saldırıAraligi;
}
}
}
public void ates()
{
var bullet = (GameObject)Instantiate(
watershot_prefab_ters,
Enemy_Namlu_pos.position,
watershot_prefab_ters.transform.rotation
);
bullet.GetComponent<Rigidbody2D>().velocity = bullet.transform.up * 6;
Destroy(bullet, 1.2f);
}
}