void Shoot() { GameObject shooting = (GameObject)Instantiate(basicShot, projectileSpawn.position, projectileSpawn.rotation); BasicShot shot = shooting.GetComponent <BasicShot>(); if (shot != null) { shot.Attack(target); } }
void Shoot() { Debug.Log("Try"); GameObject shooting = (GameObject)Instantiate(RbasicShot, RProjectileSpawn.position, RProjectileSpawn.rotation); BasicShot shot = shooting.GetComponent <BasicShot>(); if (shot != null) { Debug.Log("shoot"); shot.Attack(target); } }
void Shoot() { GameObject shooting = (GameObject)Instantiate(BbasicShot, BProjectileSpawn.position, BProjectileSpawn.rotation); BasicShot shot = shooting.GetComponent <BasicShot>(); if (shot != null) { shot.Attack(target); if (particle) { GameObject p = Instantiate(particle, BProjectileSpawn.position, BProjectileSpawn.rotation); Destroy(p, 5); } // play correct sound switch (TowerType) { case 'B': FindObjectOfType <AudioManager>().Play("BasicTowerShoot"); break; case 'R': FindObjectOfType <AudioManager>().Play("RapidTowerShoot"); break; case 'S': FindObjectOfType <AudioManager>().Play("SniperTowerShoot"); break; case 'A': FindObjectOfType <AudioManager>().Play("AOETowerShoot"); break; default: FindObjectOfType <AudioManager>().Play("BasicTowerShoot"); break; } // End of sound switch } }