Homing Missile Part 3
Mass Homing Missile Power Up
In this article we create a mass homing missile powerup. When picked up it will spawn an homing missile for each enemy that exist currently on screen.
Mass Homing Missile Powerup Prefab
Same logic as creating other powerups. Only difference will be in the code.
Pseudocode Mass Homing Missile powerup pick up
If powerup is picked up
then tell Player to activate mass homing missile
Search enemies by tag
for each found enemy spawn an homing missile
and assign enemy as target to the spawned homing missile
Actual Code in Player Script in our powerup switch statement
GameObject Targets = GameObject.FindGameObjectsWithTag(“Enemy”);
foreach (GameObject Target in Targets)
GameObject HMissileObject = Instantiate(HMissilePrefab, transform.position, Quaternion.identity);
HomingMissile HMissileScript = HMissileObject.GetComponent<HomingMissile>();
First we get all gameobjects with tag Enemy and put them in an Array. For each object in our array we spawn an missile. On this missile we get the homing missile script and use the public method to assign a target.
Update SpawnManager to make it a rare powerup
Every X seconds the SpawnManager script creates a powerup with a random powerupID. In Start() when powerupID is 5 (Mass Homing Missile) we give it 50% chance to self destruct. Random.value returns a random float number between zero and (very close to) one.
if (powerupID == 5 && Random.value > 0.5f)