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- using UnityEngine;
- using System.Collections;
- public class Press_Space_to_Fire : MonoBehaviour {
- public GameObject bulletprefab;
- //Drag in the Bullet Emitter from the Component Inspector.
- public GameObject Bullet_Emitter;
- //Drag in the Bullet Prefab from the Component Inspector.
- public GameObject Bullet;
- //Enter the Speed of the Bullet from the Component Inspector.
- public float Bullet_Forward_Force;
- // Use this for initialization
- void Start()
- {
- }
- // Update is called once per frame
- void Update()
- {
- if (Input.GetMouseButtonDown(0))
- {
- //The Bullet instantiation happens here.
- GameObject Temporary_Bullet_Handler;
- Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject;
- //Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
- //This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
- Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
- //Retrieve the Rigidbody component from the instantiated Bullet and control it.
- Rigidbody Temporary_RigidBody;
- Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
- //Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
- Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
- //Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
- Destroy(Temporary_Bullet_Handler, 4.0f);
- }
- }
- }
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