using Core.Extensions; using UnityEngine; public class ShootBullet : Ability { [SerializeField] private Projectile projectile; [SerializeField] private float projectileSpeed; [SerializeField] private float projectileLifetime; [SerializeField] private int pierceAmount; protected override void AbilityEffects() { base.AbilityEffects(); Projectile newProjectile = Instantiate(projectile, thisEntity.transform.position, projectile.transform.rotation); newProjectile.owner = thisEntity; newProjectile.tag = thisEntity.tag; newProjectile.speed = projectileSpeed; newProjectile.damage = power; newProjectile.lifetime = projectileLifetime; newProjectile.pierceAmount = pierceAmount; newProjectile.transform.Lookat2D(thisEntity.stats.attackOriginPoint.position); //targetLocation); } }