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- [RPC]
- void FireMissiles (int photonViewID, int number, PhotonPlayer owner)
- {
- Debug.Log("Num " + number + " object " + target.gameObject.ToString());
- StartCoroutine(fireMissiles(number, PhotonView.Find(photonViewID).gameObject, owner));
- }
- IEnumerator fireMissiles(int number, GameObject target, PhotonPlayer owner)
- {
- float angleFraction = 180/number;
- for(int i = 0; i < number; i++)
- {
- GameObject missile = Instantiate(missilePrefab, ShipVisuals.model.transform.position, ShipVisuals.model.transform.rotation) as GameObject;
- missile.GetComponent<Rigidbody>().angularVelocity = GetComponent<Rigidbody>().angularVelocity;
- Vector3 direction = GetComponent<Rigidbody>().velocity + transform.forward * 3;
- if(i % 2 == 0) direction += Quaternion.AngleAxis(angleFraction * (i + 1), ShipVisuals.model.transform.forward) * transform.up * 50;
- else direction += Quaternion.AngleAxis(-angleFraction * (i + 1), ShipVisuals.model.transform.forward) * transform.up * 50;
- missile.GetComponent<Rigidbody>().velocity = direction;
- missile.GetComponent<HomingMissile>().target = target;
- missile.GetComponent<HomingMissile>().owner = owner;
- yield return new WaitForSeconds(0.07f);
- }
- }
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