public void ShootSG() { if (bulletSG > 4) { shotCounter -= Time.deltaTime; if (isFiring) { if (shotCounter <= 0) { bulletSG -= 5; shotCounter = timeBetweenShots; //for(bulletMovement newBullet1 = Instantiate (bullet, fpSG (i) .position, fpSG1.rotation) as bulletMovement;) bulletMovement newBullet1 = Instantiate(bullet, fpSG1.position, fpSG1.rotation) as bulletMovement; bulletMovement newBullet2 = Instantiate(bullet, fpSG2.position, fpSG2.rotation) as bulletMovement; bulletMovement newBullet3 = Instantiate(bullet, fpSG3.position, fpSG3.rotation) as bulletMovement; bulletMovement newBullet4 = Instantiate(bullet, fpSG4.position, fpSG4.rotation) as bulletMovement; bulletMovement newBullet5 = Instantiate(bullet, fpSG5.position, fpSG5.rotation) as bulletMovement; newBullet1.damageToGive = gunDMG; newBullet1.speed = bulletSpeed; newBullet2.damageToGive = gunDMG; newBullet2.speed = bulletSpeed; newBullet3.damageToGive = gunDMG; newBullet3.speed = bulletSpeed; newBullet4.damageToGive = gunDMG; newBullet4.speed = bulletSpeed; newBullet5.damageToGive = gunDMG; newBullet5.speed = bulletSpeed; } } } }
public void ShootAK() { if (bulletAK != 0) { shotCounter -= Time.deltaTime; if (isFiring) { if (shotCounter <= 0) { bulletAK -= 1; shotCounter = timeBetweenShots; bulletMovement newBullet = Instantiate(bullet, fpAK.position, fpAK.rotation) as bulletMovement; newBullet.damageToGive = gunDMG; newBullet.speed = bulletSpeed; } } } }