void AttemptAttack()
        {
            nextAttack = Time.time + attackRate;

            timer = 0f;

            if (gunMaster.isGunLoaded)
            {
                //Debug.Log ("Shooting");
                gunMaster.CallEventPlayerInput();

                gunLine.enabled = true;
                gunLine.SetPosition(0, transform.position);

                shootRay.origin    = transform.position;
                shootRay.direction = transform.parent.forward;

                if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
                {
                    // Set the second position of the line renderer to the point the raycast hit.
                    gunLine.SetPosition(1, shootHit.point);
                }

                // If the raycast didn't hit anything on the shootable layer...
                else
                {
                    // ... set the second position of the line renderer to the fullest extent of the gun's range.
                    gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
                }
            }
            else
            {
                gunMaster.CallEventGunNotUsable();
            }
        }
 public void AttemptAttack()
 {
     if (gunMaster.isGunLoaded)
     {
         //Debug.Log ("Shooting");
         gunMaster.CallEventPlayerInput();
     }
     else
     {
         gunMaster.CallEventGunNotUsable();
     }
 }
        void AttemptAttack()
        {
            nextAttack = Time.time + attackRate;

            if (gunMaster.isGunLoaded)
            {
                //Debug.Log("Shooting");
                gunMaster.CallEventPlayerInput();
            }
            else
            {
                gunMaster.CallEventGunNotUsable();
            }
        }
Beispiel #4
0
        void AttemptAttack()
        {
            nextAttack = Time.time + attackRate;

            timer = 0f;

            if (gunMaster.isGunLoaded)
            {
                //Debug.Log ("Shooting");
                gunMaster.CallEventPlayerInput();

                gunLine.enabled = true;
                gunLine.SetPosition(0, transform.position);

                shootRay.origin    = transform.position;
                shootRay.direction = transform.parent.forward;

                GameObject go = (GameObject)Instantiate(grenadePrefab, myTransform.TransformPoint(0, 0, 0f), myTransform.rotation);
                go.GetComponent <Rigidbody> ().AddForce(myTransform.parent.forward * propulsionForce, ForceMode.Impulse);
                Destroy(go, 10);

                if (Physics.Raycast(shootRay, out shootHit, range, shootableMask))
                {
                    // Set the second position of the line renderer to the point the raycast hit.
                    gunLine.SetPosition(1, shootHit.point);
                }

                // If the raycast didn't hit anything on the shootable layer...
                else
                {
                    // ... set the second position of the line renderer to the fullest extent of the gun's range.
                    gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range);
                }
            }
            else
            {
                gunMaster.CallEventGunNotUsable();
            }
        }