using System.Collections;
using System.Collections.Generic;
public class Canhao : MonoBehaviour
[SerializeField] int VeloDisparo;
[SerializeField] int VelocidadeRot;
[SerializeField] int VelocidadeCan;
[SerializeField] ParticleSystem PS;
[SerializeField] Transform Base;
[SerializeField] Transform Cano;
[SerializeField] Transform Spawn;
[SerializeField] GameObject Bola;
[SerializeField] GameObject[] ObjRB;
[SerializeField] Image Fill;
GameObject[] Lista = GameObject.FindGameObjectsWithTag("ObstaculoRB");
ObjsP = new Vector3[ObjRB.Length];
ObjsR = new Vector3[ObjRB.Length];
for (int i = 0; i < ObjRB.Length; i++)
ObjsP[i] = ObjRB[i].gameObject.transform.position;
ObjsR[i] = ObjRB[i].gameObject.transform.eulerAngles;
if (Input.GetKeyDown(KeyCode.F))
Contador += 1 * Time.deltaTime;
Fill.fillAmount = Contador / 3;
Base.transform.localEulerAngles = new Vector3(0, RotB, 0);
Cano.transform.localEulerAngles = new Vector3(0, 0, RotC);
RotB += VelocidadeRot * Time.deltaTime;
RotB -= VelocidadeRot * Time.deltaTime;
RotC += VelocidadeCan * Time.deltaTime;
RotC -= VelocidadeCan * Time.deltaTime;
public void Rotacao(int R)
Rigidbody RB = Bola.GetComponent<Rigidbody>();
RB.velocity = Vector3.zero;
TrailRenderer TR = Bola.GetComponent<TrailRenderer>();
Bola.transform.position = Spawn.transform.position;
Bola.transform.localEulerAngles = new Vector3(0, 0, 0);
RB.AddForce(Spawn.TransformDirection(Vector3.left * VeloDisparo));
for(int i = 0; i < ObjRB.Length; i++)
ObjRB[i].transform.position = ObjsP[i];
ObjRB[i].GetComponent<Rigidbody>().transform.eulerAngles = ObjsR[i];
ObjRB[i].GetComponent<Rigidbody>().velocity = Vector3.zero;
ObjRB[i].GetComponent<Rigidbody>().angularVelocity = Vector3.zero;