using UnityEngine;
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using System.Collections;
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[RequireComponent(typeof(Rigidbody2D))]
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public class PlayerController : MonoBehaviour {
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public GameObject bullet;
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public float speed;
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private int bulletDirection = -1;
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private Rigidbody2D rigid;
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private GameObject[] targets;
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// Use this for initialization
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void Start() {
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targets = GameObject.FindGameObjectsWithTag("Enemy");
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rigid = GetComponent<Rigidbody2D>();
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rigid.AddForce(Vector2.up * 200);
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}
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// Update is called once per frame
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void Update() {
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}
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public void rotatePlayer() {
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rigid.velocity = Vector3.zero;
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transform.Rotate(new Vector3(0, 0, 5f));
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}
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public void movePlayer() {
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rigid.AddForce(transform.right * speed,ForceMode2D.Impulse);
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}
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GameObject findClosestTarget(GameObject[] targets) {
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GameObject tMin = null;
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float minDist = Mathf.Infinity;
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Vector3 currentPos = transform.position;
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foreach (GameObject t in targets) {
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float dist = Vector3.Distance(t.transform.position, currentPos);
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if (dist < minDist) {
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tMin = t;
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minDist = dist;
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}
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}
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return tMin;
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}
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public void shoot() {
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GameObject bulletClone = (GameObject)Instantiate(bullet, transform.position + (transform.up * bulletDirection * 0.1f), transform.rotation);
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MissileController bulletScript = bulletClone.GetComponent<MissileController>();
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bulletScript.startVelocity = transform.up * bulletDirection;
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bulletDirection = -bulletDirection;
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bulletScript.target = findClosestTarget(targets);
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bulletScript.enabled = true;
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}
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}
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