First of all, I know there is a lot of questions on this but none of them worked for me. So basically I have a constantly moving bullet. When it hits an object it teleports back to the player at the bottom of the screen. I have a trail render with time set to 0.2. Everything works fine. The problem is that the bullet trail likes to stretch across the screen when teleporting from top to bottom. It looks very weird. I want it to sort of reset the trail so when i hits and object it will clear the trail, teleport, and then keep on moving. My code is a little messy, but its just my style of writing things.
#pragma strict
public var speed : float = 10f;
public var Enemy : GameObject;
public var Player : GameObject;
function Start () {
Enemy = GameObject.Find("Enemy");
}
function removeHealthEnemy () {
Enemy.GetComponent.<Enemyscripts>().RemoveHealth();
}
var thePositionToMoveTo : GameObject;
function OnCollisionEnter2D(other : Collision2D) {
if(other.gameObject.tag == "enemy") {
removeHealthEnemy();
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = false;
gameObject.transform.position = thePositionToMoveTo.transform.position;
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = true;
}
Debug.Log("Hit");
if(other.gameObject.tag == "Respawn") { //Or whatever
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = false;
gameObject.transform.position = thePositionToMoveTo.transform.position;
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = true;
}
if(other.gameObject.tag == "enemybullet") { //Or whatever
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = false;
gameObject.transform.position = thePositionToMoveTo.transform.position;
ThisGameOBJ.GetComponent.<TrailRenderer>().enabled = true;
}
}
function Update () {
transform.Translate(Vector2.up * speed * Time.deltaTime);
if (Enemy == null){
Destroy(gameObject);
}
if (Player == null){
Destroy(gameObject);
}
}