void Fire()
 {
     if (Reloading == false)//if the player isn't reloading, then activate the Fire void to allow the player to shoot bullets
     {
         GameObject BulletHandeler;
         BulletHandeler = Instantiate(Bullet, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject;
         BulletHandeler.transform.Rotate(Vector3.left * 90);
         Rigidbody TR;
         TR = BulletHandeler.GetComponent <Rigidbody>();
         TR.AddForce(transform.forward * BulletForce);
         Destroy(BulletHandeler, 1.0f);
     }
 }
Beispiel #2
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    internal void Spawn(GameObject gameObject, Vector3 SpawnLocation)
    {
        if (BulletFolder == null)
        {
            BulletFolder = new GameObject("Bullet Folder");
            BulletFolder.transform.position = Vector3.zero; //just in case
        }
        GameObject bullet = Instantiate(ammoPrefab, BulletFolder.transform);

        bullet.transform.rotation = gameObject.transform.rotation;
        bullet.transform.position = SpawnLocation;
        BulletHandeler bh = bullet.GetComponent <BulletHandeler>();

        if (bh != null)
        {
            bh.sender     = gameObject;
            bh.damageType = dt;
        }
    }
 public virtual IEnumerator hit(Collider2D collision, BulletHandeler bullet)
 {
     yield break;
 }
Beispiel #4
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 public override IEnumerator hit(Collider2D collision, BulletHandeler bullet)
 {
     DealDamage(bullet.damageType, bullet.sender);
     yield break;
 }
Beispiel #5
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 // Use this for initialization
 void Awake()
 {
     bullet = GetComponent <BulletHandeler>();
 }