using System.Collections; using System.Collections.Generic; using UnityEngine; public class SpawnOnMouseClick : MonoBehaviour { [Header("Config")] public int mouseButton = 0; public int spawnedTier = 0; public int spawnCount = 1; public float appliedForce = 0.1f; protected GameController gameController; protected void Awake() { gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent(); } protected Vector3 GetWorldMousePosition() { return Camera.main.ScreenToWorldPoint(Input.mousePosition); } void Update() { if(Input.GetMouseButtonDown(mouseButton)) { Vector3 mousePosition = GetWorldMousePosition(); for(int i = 0; i < spawnCount; i++) { GameObject particleObject = Instantiate(gameController.particlePrefab, new Vector3(mousePosition.x, mousePosition.y, 0f), Quaternion.identity); Particle particle = particleObject.GetComponent(); particle.Tier = spawnedTier; Vector2 direction = new Vector2(Random.value - 0.5f, Random.value - 0.5f).normalized; particle.rigidbody.AddForce(direction * appliedForce); } } } }