Ejemplo n.º 1
0
    // Primary Attack for range weapons
    override public void FirstAttack(bool isAttacking)
    {
        // If player is attacking
        if (isAttacking)
        {
            anim.SetBool("Shoot", isAttacking);
            audioManager.Play(shoot1);
            // Instantiate the bullet
            GameObject bullet = (GameObject)Instantiate(bulletPrefabFirst, firePoint.position, Quaternion.identity);
            // Set the damage of the bullet
            bullet.GetComponent <BulletDamage>().SetTagNotToHit(gameObject.tag);
            bullet.GetComponent <BulletDamage>().SetDamage(damageFirst);

            // Aply force
            if (playerController.getFacingRight())
            {
                bullet.GetComponent <Rigidbody2D>().AddForce(Vector3.right * bulletSpeed);
            }
            else
            {
                bullet.GetComponent <Rigidbody2D>().AddForce(Vector3.left * bulletSpeed);
            }
            anim.SetBool("Shoot", false);
        }
    }
Ejemplo n.º 2
0
    public void LaunchSecond()
    {
        // Instantiate the bullet
        GameObject bullet = (GameObject)Instantiate(bulletPrefabSecond, firePoint.position, Quaternion.identity);

        audioManager.Play(throwSound);
        // Set the damage of the bullet
        bullet.GetComponent <BulletDamage>().SetTagNotToHit(gameObject.tag);
        bullet.GetComponent <BulletDamage>().SetDamage(damageSecond);

        // Aply force
        if (playerController.getFacingRight())
        {
            bullet.GetComponent <Rigidbody2D>().AddForce(Vector3.right * bulletSpeed);
        }
        else
        {
            bullet.GetComponent <Rigidbody2D>().AddForce(Vector3.left * bulletSpeed);
        }
    }