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Question by susamcik · Feb 08, 2020 at 06:06 PM · prefab2d-platformerenemyraycasthit2d

Im using raycast system for shooting but cant figure out how to add blood partical to an enemy collider

{void Shoot() {

     Vector2 mousePosition = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
     Vector2 firePointPosition = new Vector2(firePoint.position.x, firePoint.position.y);
     RaycastHit2D hit = Physics2D.Raycast(firePointPosition, mousePosition - firePointPosition, 100, whatToHit);
     // this.gameObject.transform.Find("adaminkolu").gameObject.SetActive(true);   //bu adamin kolunu kaldirmak icin script
     //  gameObject.GetComponentInChildren<Renderer>().enabled = true;

     spriteRenderers[0].enabled = true;  //bu dogru kod sadece child taki sprite enable icin.

     Debug.DrawLine(firePointPosition, (mousePosition - firePointPosition) * 100, Color.cyan);
     if (hit.collider != null)
     {
         Debug.DrawLine(firePointPosition, hit.point, Color.red);
         Enemy enemy = hit.collider.GetComponent<Enemy>();
         if (enemy != null)
         {
             enemy.DamageEnemy(Damage);
             

             Debug.Log("We hit " + hit.collider.name + " and did " + Damage + " damage.");
         }
     }

     if (Time.time >= timeToSpawnEffect)
     {
         Vector3 hitPos;
         Vector3 hitNormal;


         if (hit.collider == null)
         {
             hitPos = (mousePosition - firePointPosition) * 30;
             hitNormal = new Vector3(9999, 9999, 9999);

         }
         else
         {
             hitPos = hit.point;
             hitNormal = hit.normal;
         }
     

         Effect(hitPos, hitNormal);
         timeToSpawnEffect = Time.time + 1 / effectSpawnRate;

     }

 }


 void Effect(Vector3 hitPos, Vector3 hitNormal)
 {
     Transform trail = Instantiate(BulletTrailPrefab, firePoint.position, firePoint.rotation) as Transform;
     LineRenderer lr = trail.GetComponent<LineRenderer>();

     if (lr != null)
     {
         lr.SetPosition(0, firePoint.position);
         lr.SetPosition(1, hitPos);
     }



     Destroy(trail.gameObject, 0.04f);

     if (hitNormal != new Vector3(9999, 9999, 9999))
     {
         Transform hitParticle = Instantiate(HitPrefab, hitPos, Quaternion.FromToRotation(Vector3.forward, hitNormal)) as Transform;
         Destroy(hitParticle.gameObject, 1f);

         if (GameObject.FindWithTag("Enemy"))
         {
             Debug.Log("We hit Enemy");
         }
     }
  
 

     Transform clone = Instantiate(MuzzleFlashPrefab, firePoint.position, firePoint.rotation) as Transform;
     clone.parent = firePoint;
     float size = Random.Range(0.6f, 0.9f);
     clone.localScale = new Vector3(size, size, size);
     Destroy(clone.gameObject, 0.02f);

     //Shake the camera
     camShake.Shake(camShakeAmt, camShakeLength);

 }]

i want to add this code an when raycast hits enemy Instantiate a bloodprefab. Any ideas.

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avatar image bruhcompany · Feb 08, 2020 at 11:28 PM 0
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Is it a 2d game?

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