// Update is called once per frame void Update() { if (!(barrels[0].cooldownRemaining <= 0) && !(barrels[1].cooldownRemaining <= 0)) { barrels[0].cooldownRemaining -= Time.deltaTime; barrels[1].cooldownRemaining -= Time.deltaTime; } if (teamToHit == GameController.Teams.Player && autoAim) { transform.LookAt(player.transform); } if (isFiring || autoFire) { for (int i = 0; i < barrels.Length; i++) { if (barrels[i].cooldownRemaining <= 0) { GameObject laser = Instantiate(laserShotPrefab, barrels[i].barrelEnd.position, barrels[i].barrelEnd.rotation) as GameObject; Blaster_Laser blaser = laser.GetComponent <Blaster_Laser>(); blaser.Initialize(laserColor, damage, teamToHit); barrels[i].cooldownRemaining = fireRate; //bulletSound.PlayOneShot(bulletSound.clip); bulletSound.Play(); } } } }
// Update is called once per frame void Update() { if (fireRateCooldown > 0) { fireRateCooldown -= Time.deltaTime; } if (teamToHit == GameController.Teams.Player && autoAim) { transform.LookAt(player.transform); } if (isFiring || autoFire) { if (fireRateCooldown <= 0) { GameObject laser = Instantiate(laserShotPrefab, _shootOrigin[0].position, _shootOrigin[0].rotation) as GameObject; Blaster_Laser blaser = laser.GetComponent <Blaster_Laser>(); blaser.Initialize(laserColor, damage, teamToHit); fireRateCooldown = fireRate; bulletSound.Play(); } } }