void WeaponFiring() // weapon is firing { // left click shooting if (shootingEnabled && firingTimer >= firingRate) { // create bullet and set its varaibles GameObject i = Instantiate(BulletPreset, BulletSpawn.position, aimDirection) as GameObject; BulletStuff bullet = i.GetComponent <BulletStuff>(); bullet._ALLIED_ = true; // set damage // reset timer if (!MovementScript.movementEnabled) { bullet.damage = bulletDamage * 1.5f; firingTimer = (firingRate / 3); } else { bullet.damage = bulletDamage; firingTimer = 0; } // set speed bullet.MoveSpeed = bulletSpeed; // drain energy HealthEnergyScript.energy -= 10; } }
private void ShootBullet(Quaternion direction, float damage, float projSpeed) { GameObject i = Instantiate(bulletPreset, transform.position, direction) as GameObject; // create bullet BulletStuff bullet = i.GetComponent <BulletStuff>(); // access bullet's script bullet._ALLIED_ = false; // do we want the bullet to damage the player? bullet.damage = damage; // set damage bullet.MoveSpeed = projSpeed; // set speed }