/// <summary> /// Shoots flare, deducts player's energy accordingly and /// zooms out camera to see more environment around player. /// </summary> private void ShootFlare() { player.LightEnergy.Deplete(flareEnergyCost); // Apply recoil in the opposite direction the flare was shot rigidbody.AddForce(-flareSpawnObject.right * recoilForce, ForceMode.Impulse); controllerRumble.ShotFlare(); // Rumble the controller timer = 0.0f; flareSound.ShootFlareSound(); //reset all values for the zoom whenever player fires a flare if (smoothCamera != null) { smoothCamera.MaxZoomOut(); smoothCamera.ResetTimer(); } }
void Update() { bool ready = false; if (timer < cooldownTime) { timer += Time.deltaTime; } else { ready = true; } if (Input.GetButtonDown("UseFlare")) { if (ready) { float cost = flareEnergyCost * flareCostPercentage; if ((lightSource.LightEnergy.CurrentEnergy > (flareEnergyCost + cost))) { flare = (GameObject)Instantiate(flareObject, flareSpawnObject.position, flareSpawnObject.rotation); lightSource.LightEnergy.Deplete(flareEnergyCost); // Apply recoil in the opposite direction the flare was shot rigidbody.AddForce(-flareSpawnObject.right * recoilForce, ForceMode.Impulse); controllerRumble.ShotFlare(); // Rumble the controller timer = 0.0f; flareSound = new FlareSound(flare); flareSound.ShootFlareSound(); //reset all values for the zoom whenever player fires a flare if (smoothCamera != null) { smoothCamera.FlareShoot(); smoothCamera.ResetTimer(); } } } else { playerSound.InsufficientEnergySound(); } } if (flare != null) { flareDistance = Vector3.Distance(flare.transform.position, player.position); flareSound.SetFlareDistance(flareDistance); } }