public IEnumerator AimWeapon() { currentGun.transform.rotation = GunFunctions.CalcPlayerToMouseAngle(transform.position); yield return(new WaitForSeconds(0.5f)); IdleWeapon(); }
//Normal attack public override void Shoot() { if (!bulletPrefab) { return; } Quaternion rot = GunFunctions.CalcPlayerToMouseAngle(this.transform.position); GameObject go = Instantiate(bulletPrefab, shootPos.transform.position, rot); go.GetComponent <IBullet>().SetupStats(bulletSpeed, bulletDmg, new Vector2(1, 0)); //Feedback GunFunctions.KnockBack(player.GetComponent <Rigidbody2D>(), (rot * transform.right * -1), shotForce); StartCoroutine(cam.GetComponent <CameraScript>().CameraShake(shotCameraShakeForce, shotCameraDuration)); //Wouter PlasmaGunShot FMODUnity.RuntimeManager.PlayOneShot("event:/Weapon/GrenadeLauncherShot"); }