public void SetColors() { //myGrip.GetComponent<Renderer>().material = colors[myGrip.GetCurPos()]; //myBarrel.GetComponent<Renderer>().material = colors[myBarrel.GetCurPos()]; //myAmmo.GetComponent<Renderer>().material = colors[myAmmo.GetCurPos()]; //Slidertexts(); if (myGrip.swiMod == null) { myGrip.swiMod = myGrip.GetComponent <SwitchModel>(); } if (myBarrel.swiMod == null) { myBarrel.swiMod = myBarrel.GetComponent <SwitchModel>(); } if (myAmmo.swiMod == null) { myAmmo.swiMod = myAmmo.GetComponent <SwitchModel>(); } myGrip.SetModels(); myGrip.swiMod.SetModel(myGrip.GetCurPos()); myBarrel.SetModels(); myBarrel.swiMod.SetModel(myBarrel.GetCurPos()); myAmmo.SetModels(); myAmmo.swiMod.SetModel(myAmmo.GetCurPos()); }
internal void Fire() //bullet physics, properties, spawn points { if (ShotCDTimer > ShotSpeed && AmmoCount > 0) { Barrel.transform.GetChild(0).GetComponent <ParticleSystem>().Play(); AmmoRegenTimer = 0; Vector3 FirePoint3 = Barrel.transform.position + -Barrel.transform.right * 3.5f; GameObject Bullet = (GameObject)Instantiate(BulletPrefab, FirePoint3, Barrel.transform.rotation * Quaternion.Euler(90, 0, 0)); Physics.IgnoreCollision(Bullet.GetComponent <Collider>(), Barrel.GetComponent <Collider>(), true); BulletCharacteristics(Bullet); if (TripleShot == true) { Vector3 FirePoint = Barrel.transform.position + -Barrel.transform.right * 4 - Barrel.transform.forward * 2, FirePoint2 = Barrel.transform.position + -Barrel.transform.right * 4 + Barrel.transform.forward * 2; //pos L&R of normal shooting, world space to local space GameObject BulletL = (GameObject)Instantiate(BulletPrefab, FirePoint, Barrel.transform.rotation * Quaternion.Euler(90, 0, 0)), BulletR = (GameObject)Instantiate(BulletPrefab, FirePoint2, Barrel.transform.rotation * Quaternion.Euler(90, 0, 0)); //inst L&R bullets BulletCharacteristics(BulletL); BulletCharacteristics(BulletR); } ShotCDTimer = 0; AmmoCount -= 2.5f; } }