private void Shoot()
 {
     if (Input.GetKeyDown(KeyCode.Mouse0))
     {
         if (!IsPointerOverUIObject())
         {
             weapon.Shoot(bulletPrefab, rotation);
         }
     }
 }
Beispiel #2
0
 private void Update()
 {
     if (Input.GetMouseButtonDown((int)MouseButton.LeftMouse))
     {
         _currentWeapon.Shoot(_spawnPoint.position, _playerMovement.ShootAtPoint);
     }
     if (Input.GetKeyDown(KeyCode.Space))
     {
         _currentWeapon = weapons[(++_weapInd) % weapons.Length];
         if (_uiManager != null)
         {
             _uiManager.SetWeapon(_currentWeapon.Name);
         }
     }
 }
Beispiel #3
0
    public override void Action()
    {
        var target = _aimingController.GetMainPlayer();

        if (target != null)
        {
            Quaternion lookRot = Quaternion.LookRotation(target.position - _person.GetPosition());
            _weapon.transform.rotation = lookRot;

            _timer += Time.deltaTime;
            if (_timer > 5)
            {
                _weapon.Shoot(target.position);
                _timer = 0;
            }
        }
    }
    public override void Action()
    {
        var target = _aimingController.GetTarget();

        if (target != null)
        {
            Quaternion lookRot = Quaternion.LookRotation(target.position - _person.GetPosition());
            transform.rotation = lookRot;
            _animator.SetParameterBool(AnimationType.Aim, true);

            _timer += Time.deltaTime;
            if (_timer > 1.5f)
            {
                _animator.SetParameterTrigger(AnimationType.Shoot, true);
                _weapon.Shoot(target.position);
                _timer = 0;
            }
        }
    }