Beispiel #1
0
    void FireUp()
    {
        _muzzle3.transform.position = transform.TransformPoint(0, 0.23f, 0);

        if (_bulletType == _BulletType.Basic)
        {
            Instantiate(_bulletToTop, _muzzle3.transform.position, transform.rotation);
        }

        if (_bulletType == _BulletType.Rebound1)
        {
            if (_Rebound1Bullets > 0)
            {
                StartCoroutine("FireRebound1Top");
            }
        }
        if (_Rebound1Bullets <= 0)
        {
            _bulletType = _BulletType.Basic;
        }

        if (_bulletType == _BulletType.Rebound2)
        {
            if (_Rebound2Bullets > 0)
            {
                StartCoroutine("FireRebound2Top");
            }
        }
        if (_Rebound2Bullets <= 0)
        {
            _bulletType = _BulletType.Basic;
        }
    }
Beispiel #2
0
    void FiretoLeft()
    {
        if (_bulletType == _BulletType.Basic)
        {
            Instantiate(_bulletToLeft, _muzzle2.transform.position, transform.rotation);
        }

        if (_bulletType == _BulletType.Rebound1)
        {
            if (_Rebound1Bullets > 0)
            {
                StartCoroutine("FireRebound1L");
            }
        }
        if (_Rebound1Bullets <= 0)
        {
            _bulletType = _BulletType.Basic;
        }

        if (_bulletType == _BulletType.Rebound2)
        {
            if (_Rebound2Bullets > 0)
            {
                StartCoroutine("FireRebound2L");
            }
        }
        if (_Rebound2Bullets <= 0)
        {
            _bulletType = _BulletType.Basic;
        }
    }
Beispiel #3
0
 void ChangeAmmo()
 {
     if (Input.GetKeyDown(KeyCode.E) && _Rebound1Bullets <= 1)
     {
         Debug.Log("Change Ammo BRebound");
         _bulletType = _BulletType.Rebound1;
     }
 }
Beispiel #4
0
    IEnumerator FireRebound2L()
    {
        Instantiate(_bulletR2ToLeft, _muzzle3.transform.position, transform.rotation);
        _Rebound1Bullets -= 1;

        yield return(new WaitForSeconds(0));

        if (_Rebound2Bullets > 0)
        {
            StartCoroutine("FireRebound2L");
        }
        else
        {
            _bulletType = _BulletType.Basic;
            StopCoroutine("FireRebound2L");
        }
    }