Example #1
0
    //Fires a bullet towards the crosshair
    private void FireBullet()
    {
        //Start the weapon cooldown
        WeaponHot = true;
        Invoke("CoolWeapon", FiringCooldown);

        //Figure out which direction the bullet will be fired, and the position/rotation it should be spawned in with
        Vector3    ShootDirection = Vector3.Normalize(CursorLocation.Instance.Get() - transform.position);
        float      ShootAngle     = Vector3.Angle(ShootDirection, transform.right);
        Quaternion BulletRotation = Quaternion.Euler(0f, 0f, ShootDirection.y > 0f ? ShootAngle : -ShootAngle);
        Vector3    BulletPosition = WeaponAiming.WeaponFlipped ? FlippedBulletSpawn.transform.position : NormalBulletSpawn.transform.position;

        //Spawn a new bullet in with these values
        GameObject BulletSpawn = Instantiate(BulletPrefab, BulletPosition, BulletRotation);

        BulletSpawn.GetComponent <BulletTravel>().InitializeBullet(ShootDirection);

        //Display the muzzle flash effect
        MuzzleFlash.TriggerMuzzleFlash();
    }