private void Shoot() { if (Input.GetKeyDown(KeyCode.Mouse0)) { if (!IsPointerOverUIObject()) { weapon.Shoot(bulletPrefab, rotation); } } }
private void Update() { if (Input.GetMouseButtonDown((int)MouseButton.LeftMouse)) { _currentWeapon.Shoot(_spawnPoint.position, _playerMovement.ShootAtPoint); } if (Input.GetKeyDown(KeyCode.Space)) { _currentWeapon = weapons[(++_weapInd) % weapons.Length]; if (_uiManager != null) { _uiManager.SetWeapon(_currentWeapon.Name); } } }
public override void Action() { var target = _aimingController.GetMainPlayer(); if (target != null) { Quaternion lookRot = Quaternion.LookRotation(target.position - _person.GetPosition()); _weapon.transform.rotation = lookRot; _timer += Time.deltaTime; if (_timer > 5) { _weapon.Shoot(target.position); _timer = 0; } } }
public override void Action() { var target = _aimingController.GetTarget(); if (target != null) { Quaternion lookRot = Quaternion.LookRotation(target.position - _person.GetPosition()); transform.rotation = lookRot; _animator.SetParameterBool(AnimationType.Aim, true); _timer += Time.deltaTime; if (_timer > 1.5f) { _animator.SetParameterTrigger(AnimationType.Shoot, true); _weapon.Shoot(target.position); _timer = 0; } } }