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Question by 22ecvvw · Feb 05, 2017 at 07:32 PM · speedbulletgame objectrandomize

Randomize the speed of a projectile.

using System; using System.Collections; using System.Collections.Generic; using UnityEngine;

public class ShipPlayerController : MonoBehaviour {

 public Projectile Bullet;

 public Camera CameraObject;

 public float FireRate = 0.5f;

 public float MoveSpeed = 10.0f;

 public float SpeedBoost = 20.0f;

 private float FireTimer = 0.0f;

 public float TotalAmount = 48.0f;

 public float AmountPerSecond = 12.0f;

 public float Current = 0f;

 public float BaseSpeed = 6.0f;

 private float maxSpeed;

 private float minSpeed;

 private Vector3 movement = Vector3.zero;
   

 void Start()
 {

 }

 void Update()
 {
     if (Input.GetKeyDown(KeyCode.T))
     {
         MoveSpeed = MoveSpeed + SpeedBoost;
        
     }

     else if (Input.GetKeyUp(KeyCode.T))

     {

         MoveSpeed = SpeedBoost;
        
     }


    

     else

      UpdatePosition();
      UpdateFiring();

 }

     void UpdatePosition()
      {

     movement.x = Input.GetAxis("Horizontal") * Time.deltaTime * MoveSpeed;
     movement.y = Input.GetAxis("Vertical") * Time.deltaTime * MoveSpeed;

     gameObject.transform.Translate(movement);

     Vector3 screenPosition = CameraObject.WorldToScreenPoint(
         gameObject.transform.position);


     if (screenPosition.y > Screen.height)
     {

         screenPosition.y = Screen.height;

         gameObject.transform.position =
             CameraObject.ScreenToWorldPoint(screenPosition);
     }

     else if (screenPosition.y < 0)
     {

         screenPosition.y = 0;


         gameObject.transform.position =
             CameraObject.ScreenToWorldPoint(screenPosition);
     }

     if (Input.GetKey(KeyCode.T))
     {
         if (Current <= 0)
         {
             MoveSpeed = BaseSpeed;
             Current = 0;
         }
         else
         {
             MoveSpeed = SpeedBoost + BaseSpeed;
             Current -= Time.deltaTime * AmountPerSecond;
         }
     }
     else
     {
         if (Current >= TotalAmount)
         {
             Current = TotalAmount;

         }

         else
         {
             Current += Time.deltaTime * AmountPerSecond;
         }
     }

 }


 void UpdateFiring()
 {

     FireTimer += Time.deltaTime;

     if (Input.GetButton("Fire1"))
     {

         if (FireTimer > FireRate)
         {

             FireTimer = 0;

             DoWeaponFire();

         }
     }
 }

 void DoWeaponFire()
 {
 Rigidbody clone;
  
   clone = Instantiate(Bullet, transform.position, Bullet.rotation) as Rigidbody;
     float speed = System.Random.Range(minSpeed, maxSpeed); 
     clone.velocity = transform.forward * speed;
     clone.transform.parent = transform;  
 }

 private Rigidbody Instantiate(Projectile bullet, Vector3 position, object rotation)
 {
     throw new NotImplementedException();
 }

}

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avatar image 22ecvvw · Feb 05, 2017 at 07:32 PM 0
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 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Projectile : $$anonymous$$onoBehaviour {
 
 
     public float $$anonymous$$oveSpeed = 5.0f;
     internal object rotation;
     Rigidbody Bullet;
 
     // Use this for initialization
     void Start () {
         //Destroy(gameObject, 2.0f);
         Bullet = this.GetComponent<Rigidbody>();
 
         
     }
     
     // Update is called once per frame
     void Update () {
         transform.position +=
             transform.up * Time.deltaTime * $$anonymous$$oveSpeed;
         Bullet = GetComponent<Rigidbody>();
 
     }            
     
 }
 
avatar image 22ecvvw · Feb 05, 2017 at 07:34 PM 0
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The second is the script on my bullet, the first is the script on my Ship. I'm trying to get to where everytime I fire" The speed that it comes out is random. I've been messing around with this for a few hours now but can't get my head around the problem any ideas? Also if there is a better way to make it just move different speeds when you fire please let me know.

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Answer by Napalm1432 · Feb 05, 2017 at 08:27 PM

Since you're already giving a velocity from your shipplayercontroller, in the function DoWeaponFire you will want to randomize the speed value. To do this you can use Random.Value, which gives a value between 0.0 and 1.0, you could scale this ofcourse for other values.

I have not tested this, so i hope this works for you.

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