//fire cannon void fireCannon(Vector3 target, GameObject pod) { GameObject cannonShot = Instantiate(cannon) as GameObject; //spawn new blaster currentCannonScript = cannonShot.GetComponent <CannonShotsScript>(); //get cannon script cannonShot.transform.position = pod.transform.position; //set position to pod position currentCannonScript.onFire(target, this.transform.root.gameObject); //fire shot selectedCannonPod += 1; //select next pod if (selectedCannonPod >= cannonPods.Length) //on overflow reset to firt pod { selectedCannonPod = 0; } }
//firing cannon void fireCannon(GameObject pod) { GameObject cannonShot = Instantiate(cannon) as GameObject; //create cannon shot currentCannonScript = cannonShot.GetComponent <CannonShotsScript>(); //get cannon script cannonShot.transform.position = pod.transform.position; //set position to pod position currentCannonScript.onFire(crossHair.transform.position, this.transform.root.gameObject); //fire shot selectedCannonPod += 1; //select next pod if (selectedCannonPod >= cannonPods.Length) //on overflow reset to first pod { selectedCannonPod = 0; } }