The chip should be thrown as a parabola, with a force dependent on the time pressed, and with the possibility of slightly adjusting the aim.
See comment by @adriaaula on issue #2 :
float timePressed = 0f;
void Update(){
if (Input.GetKeyDown(KeyCode.N)){
timePressed = Time.time;
}
if(Input.GetKeyUp(KeyCode.N))
{
timePressed = Time.time - timePressed;
Fire(timePressed);
}
keyPressedTimer();
}
void Fire( float presstime = 1){
// Create the Bullet from the Bullet Prefab
var bullet = (GameObject)Instantiate (
Bullet,
bulletSpawn.position,
bulletSpawn.rotation);
// create the velocity vector in local space
Vector3 localVelocity = new Vector3(-10f * presstime, 5f * (1/(2+presstime)));
// transform it to global vector
Vector3 globalVelocity = transform.TransformVector(localVelocity);
// launch the cube by setting its initial velocity
bullet.GetComponent<Rigidbody2D>().velocity = globalVelocity;
// Add velocity to the bullet. Aixo seria anant nomes recte sense
// bullet.GetComponent<Rigidbody2D>().velocity = bullet.transform.right * bulletSpeed;
// Destroy the bullet after 4 seconds
Destroy(bullet, 4.0f);
}
The chip should be thrown as a parabola, with a force dependent on the time pressed, and with the possibility of slightly adjusting the aim.
See comment by @adriaaula on issue #2 :