void Flip()
{
facingRight = !facingRight;
Vector3 Scaler = transform.localScale;
Scaler.x *= -1;
transform.localScale = Scaler;
}
private SpriteRenderer _spriteRenderer;
private void Start()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
}
public void Flip(float direction)
{
_spriteRenderer.flipY = direction < 0;// Если direction < 0, то оружие смотрит налево
}
[SerializeField] private gun _gun;
...
...
...
private void Flip()
{
...
...
_gun.Flip(moveInput.x);
...
}
public class Game : MonoBehaviour
{
private SomeModule _someModule;
private SomeModule2 _someModule2;
private void Awake()
{
_someModule = new SomeModule();
_someModule2 = new SomeModule2(_someModule);
}
}
public class SomeModule2
{
private SomeModule _someDependency;
public SomeModule2(SomeModule _dependency)
{
_someDependency = _dependency;
}
}
public List<GameObject> zombieArray = new List<GameObject>();
public List<GameObject> ZombieMaxArrayList = new List<GameObject>();
public List<GameObject> zombieArrayNew = new List<GameObject>();
public Rigidbody2D bullet;
public int ZombieArrayGivePosition;
public int thisAtackTower;
void OnTriggerEnter2D(Collider2D collider)
{
if (collider.gameObject.tag == "Zombie")
{
zombieArray.Add(collider.gameObject);
}
}
private void OnTriggerEnter2D(Collider2D collider)
{
if (collider.TryGetComponent<ZombieStandart>(out ZombieStandart zombie)
{
zombieArray.Add(zombie);
}
}
transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, Mathf.Atan2(target.transform.position.y - transform.position.y, target.transform.position.x - transform.position.x) * Mathf.Rad2Deg + 90);
private void ChekDistante()
Rigidbody2D clone = Instantiate(bullet, gunPoint.position, Quaternion.identity) as Rigidbody2D;
clone.GetComponent<BulletEnter>().atack = thisAtackTower;
clone.transform.up = gunPoint.up;
clone.velocity = clone.transform.up * speed;
var bullet = Instantiate<Bullet>(bullet, gunPoint.position, Quaternion.identity);
bullet.Shot(direction);