Game Development Reference
In-Depth Information
Rigidbody
Use Gravity
: Uncheck (We don't need the gravity for our rocket)
Rocket (Script)
Explosion Particle
:
explosion
(Drag the explosion built-in prefab in the
Standard Assets
|
Particles
|
Legacy Particles
|
explosion
)
13. Next, we will add the built-in
Smoke Trail
prefab as a child of this
rocket
object.
Go to the
Project
view, and click on
Standard Assets
|
Particles
|
Smoke
and drag
the
Smoke Trail
prefab to the
rocket
object in the
Hierarchy
view.
14. Then, we will click on the
Smoke Trail
object in the
Hierarchy
view and set the
following in its
Inspector
view:
Transform
:
X:0
,
Y: 0
,
Z: -0.25
Ellispsoid Particle Emitter
:
Min Size
:
0.25
Max Size
:
0.65
Min Energy
:
0.75
Max Energy
:
1
Particle Animator
Size Grow
:
0.5
15. Next, we will create a new prefab for our
rocket
object. Go to
Assets
|
Create
|
Prefab
and name it
Rocket
, and then drag our
rocket
object in the
Hierarchy
view
to
Rocket
prefab, which we just created in the
Project
view. Finally, we remove the
rocket
object from the
Hierarchy
view by deleing it, and now we have the new
Rocket
prefab.
16. Go back to the
RocketLauncher
script by going to the
Project
view, double-click
on the
RocketLauncher
script to go to
MonoDevelop
, and add the following new
script at the beginning:
public var smoke : GameObject;
public var smokePosition : Transform;
public var rocket : ConstantForce;
public var speed : float = 10;
public var ammoCount : int = 20;
private var lastShot : float = 0.0;
17. Go to the
Fire()
funcion and add the following highlighted code:
public function Fire(_reloadTime : float) : void {
if (Time.time > (_reloadTime + lastShot) && ammoCount > 0) {