Source file unity-csharp/arcade-classics/asteroids/Bullet.cs from the GDnD code examples. Download raw file
// GDnD wiki example
// Demonstrates: a short-lived projectile that travels along a vector and triggers an asteroid split on hit
// Related pages: [[overview-arcade-classics-as-learning-projects]], [[unity-collider2d-and-triggers]], [[object-pool-pattern]]
using UnityEngine;
// A plain Instantiate/Destroy bullet. Step 4 already taught pooling; here the
// focus is spawning and splitting, so the bullet stays simple. For a real game
// you would pool these — see [[object-pool-pattern]].
public class Bullet : MonoBehaviour
{
[SerializeField] private float lifetime = 1.2f;
[SerializeField] private float hitRadius = 0.15f;
private Vector2 velocity;
private LayerMask targetMask;
private float age;
public void Launch(Vector2 direction, float speed, LayerMask mask)
{
velocity = direction.normalized * speed;
targetMask = mask;
}
private void Update()
{
transform.position += (Vector3)(velocity * Time.deltaTime);
age += Time.deltaTime;
Collider2D hit = Physics2D.OverlapCircle(transform.position, hitRadius, targetMask);
if (hit != null)
{
hit.GetComponent<Asteroid>()?.Hit();
Destroy(gameObject);
return;
}
if (age >= lifetime)
{
Destroy(gameObject);
}
}
}