fix de missile

This commit is contained in:
FrancisGallant 2015-12-03 11:35:20 -05:00
parent 9e679ed0af
commit 2bfff5b899
5 changed files with 17 additions and 1 deletions

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@ -3,7 +3,9 @@ using System.Collections;
public class MissileTravel : MonoBehaviour {
public float missileSpeed;
public float range;
private Transform missilePos;
private float startingPosX;
private bool inContact = false;
// ajouter du damage
@ -11,6 +13,7 @@ public class MissileTravel : MonoBehaviour {
// Use this for initialization
void Start () {
this.missilePos = this.transform;
this.startingPosX = this.transform.position.x;
}
// Update is called once per frame
@ -19,6 +22,10 @@ public class MissileTravel : MonoBehaviour {
{
this.missilePos.Translate(new Vector3(missileSpeed, 0, 0) * Time.deltaTime);
}
if (Mathf.Abs(this.startingPosX - this.missilePos.position.x) >= range)
{
Destroy(this.gameObject);
}
}
void OnCollisionEnter2D(Collision2D other) {

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@ -16,7 +16,16 @@ public class ShootingScript : MonoBehaviour {
print("pewpew");
nextShootTime = Time.time + attackSpeed;
//avancer le missile au depart quand il va apparaitre (quand je vais avoir anim de combat)
GameObject clone = Instantiate( Missile,transform.position,transform.rotation) as GameObject;
int valOfLeftOrRight;
if (gameObject.transform.rotation.y != 0)
{
valOfLeftOrRight = -2;
}
else {
valOfLeftOrRight = 2;
}
Vector3 missilePos = new Vector3(gameObject.transform.position.x + valOfLeftOrRight, gameObject.transform.position.y, gameObject.transform.position.z);
GameObject clone = Instantiate(Missile, missilePos, transform.rotation) as GameObject;
}
}
}