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// Used by the Animator for the Archer animation in the Shoot state. Fires an
// Arrow once the accoring state is entered/animation is played.
public class ArrowSpawner : StateMachineBehaviour
{
[SerializeField] GameObject arrowPrefab;
GameObject arrow;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.IsName("shoot"))
{
int directionArrow = 1;
if (animator.gameObject.transform.localScale.x < 0f)
{
directionArrow = -1;
}
Vector2 spawnPos = animator.gameObject.transform.position;
spawnPos += new Vector2(1 * directionArrow, 0);
arrow = Instantiate(arrowPrefab, spawnPos, Quaternion.identity);
ChangeArrowDirection(arrow, directionArrow);
ArrowController arrowController = arrow.GetComponentInChildren<ArrowController>();
arrowController.direction = directionArrow;
arrowController.archer = animator.gameObject.GetComponent<Archer>();
void ChangeArrowDirection(GameObject arrow, int directionArrow)
{
arrow.transform.Rotate(0, 0, 90 * directionArrow);