public void FixedUpdate() { reloaded = ((reloadTimer -= Time.fixedDeltaTime) <= 0); aimed = (chooser.victim != null && looker.LookAt(chooser.victim.transform) < angleTollerance); if (aimed && reloaded) { shooter.Shoot(damager, chooser.victim.GetComponent <DamageController>()); reloadTimer = reloadTime; } }
/// <summary> /// Look in a direction /// </summary> /// <param name="dir">Look Direction.</param> protected virtual void LookAt(Stage.Directions dir) { if (dir == Stage.Directions.LEFT) { facing = -1; } else { facing = 1; } targetFacer.LookAt(); UpdateWeaponLocation(); //transform.LookAt (transform.position + Vector3.right * facing); }