for some reason the projectile is fired but only when the enemy comes into contact with the player and very slowly for some reason. below is my code.
(there is a separate script on my projectile but that only deals with damage on the player)
public class flyingEnemy : MonoBehaviour {
public int maxHealth = 40;
Rigidbody2D rb2d;
public float speed;
public float attackRange;
private float lastAttackTime;
public float attackDelay;
public Transform target;
public float chaseRange;
public GameObject projectile;
public float bulletForce;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float distanceToTarget = Vector3.Distance(transform.position, target.position);
if(distanceToTarget < chaseRange)
{
//start chasing player
Vector3 targetDir = target.position - transform.position;
float angle = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg - 90f;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 180);
transform.Translate(Vector3.up * Time.deltaTime * speed);
}
if(distanceToTarget < attackRange)
{
//check to see if its time to attack again
if (Time.time > lastAttackTime + attackDelay)
{
//do we have lineofsight?
RaycastHit2D Hit = Physics2D.Raycast(transform.position, transform.up,attackRange);
//what did the raycast hit?
if (Hit.transform == target)
{
GameObject newBullet = Instantiate(projectile, transform.position, transform.rotation);
newBullet.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(0f, bulletForce));
lastAttackTime = Time.time;
}
}
}
}