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Question by OctoSloths · Dec 12, 2014 at 07:50 PM · 2drotationgetcomponentshootingshoot

Get component used to reference rotation of object in if statement?

So I have a 2D game and I have an enemy that shoots only in one direction regardless of which direction it is facing. I was wondering if there was a way to reference the empty gameobject in front of the enemy that my shooting script is attached to, so that when its rotation is 180, I can make an if statement that makes the bullet shoot in the negative direction? Here is my current script:

 using UnityEngine;
 using System.Collections;
 
 /// Launch projectile
 
 public class WeaponScript : MonoBehaviour
 {
 
     // 1 - Designer variables
 
     
 
     /// Projectile prefab for shooting
 
     public Rigidbody2D shotPrefab;
     
     /// <summary>
     /// Cooldown in seconds between two shots
     /// </summary>
     public float shootingRate = 1f;
     
 
     // 2 - Cooldown
     
     private float shootCooldown;
     
     void Start()
     {
         shootCooldown = 0f;
     }
     
     void Update()
     {
         if (shootCooldown > 0)
         {
             shootCooldown -= Time.deltaTime;
         }
     }
 
     public void Attack(bool isEnemy)
     {
         if (CanAttack)
         {
             shootCooldown = shootingRate;
             
             // Create a new shot
             //var shotTransform = Instantiate(shotPrefab) as Transform;
             
             // Assign position
             //shotTransform.position = transform.position;
         Rigidbody2D clone;
             clone = (Instantiate(shotPrefab, transform.position+1.0f*transform.forward,transform.rotation) as Rigidbody2D);
             //var rigidbody2D = Rigidbody2D;
             clone.rigidbody2D.AddRelativeForce(new Vector2 (1000, 0));
             if(clone.transform.position.x < GameObject.FindWithTag("ariana").transform.position.x){
                 Vector3 newScale = GameObject.FindWithTag("rotate").transform.localScale;
                 newScale.x *= -1;
                 GameObject.FindWithTag("rotate").transform.transform.localScale = newScale;
                 //GameObject.FindWithTag("rotate").transform.eulerAngles = new Vector3(0,0,180);
                 //clone.rigidbody2D.AddForce(new Vector2(-1000,0));
             }
             //shotPrefab.Rigidbody2D.AddForce(transform.forward * 1000);
             //put if statement about game object rotation
 
             // The is enemy property
             ShotScript shot = clone.gameObject.GetComponent<ShotScript>();
             if (shot != null)
             {
                 shot.isEnemyShot = isEnemy;
             }
             
             // Make the weapon shot always towards it
             MoveScript move = shotPrefab.gameObject.GetComponent<MoveScript>();
             if (move != null)
             {
                 //move.direction = this.transform.right; // towards in 2D space is the right of the sprite
             }
         }
     }
 
     public bool CanAttack
     {
         get
         {
             return shootCooldown <= 0f;
         }
     }
 }
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avatar image MrSoad · Dec 12, 2014 at 08:21 PM 0
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Please stop bumping your questions after such a short space of time!

avatar image OctoSloths · Dec 12, 2014 at 09:37 PM 0
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I wasn't intending to bump them I'm sorry! I was trying to ask a different question about the same script. Should I keep that to the same question in the future? D:

avatar image MrSoad · Dec 13, 2014 at 12:09 AM 0
Share

No problem, apologies, I only said it as I saw a couple of your posts bump quickly. :D

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