public void Shoot()
        {
            //var direction = (m_Camera.ScreenToWorldPoint(UnityEngine.Input.mousePosition).OnlyXY() -
            //            m_CurrentWeapon.muzzle.position.OnlyXY()).normalized;
            var direction = (m_CurrentWeapon.muzzle.rotation * Vector2.right).OnlyXY().normalized;

            if (m_CurrentWeapon.CanShoot())
            {
                _shootComponent.Shoot(direction);
            }
        }
Beispiel #2
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    // Update is called once per frame
    void Update()
    {
        float hInput = Input.GetAxis("Horizontal");

        if (hInput != 0)
        {
            direction = (int)Mathf.Sign(hInput);
        }

        moveComponent.Move(hInput, moveComponent.MaxSpeed);

        if (Input.GetKeyDown(KeyCode.Space) && groundDetection.IsGrounded)
        {
            jumpComponent.Jump(jumpComponent.JumpForce);
        }

        if (Input.GetKeyDown(KeyCode.LeftControl))
        {
            shootComponent.Shoot(direction);
        }
    }