/*public void SwitchGunLeft() * { * switch(chosenWeapon) * { * case EquippedWeapon.amplifiedSpeaker: * chosenWeapon = EquippedWeapon.staticBomb; * break; * case EquippedWeapon.staticBomb: * chosenWeapon = EquippedWeapon.waterBalloon; * break; * case EquippedWeapon.waterBalloon: * chosenWeapon = EquippedWeapon.amplifiedSpeaker; * break; * } * } * * public void SwitchGunRight() * { * switch (chosenWeapon) * { * case EquippedWeapon.amplifiedSpeaker: * chosenWeapon = EquippedWeapon.waterBalloon; * break; * case EquippedWeapon.staticBomb: * chosenWeapon = EquippedWeapon.amplifiedSpeaker; * break; * case EquippedWeapon.waterBalloon: * chosenWeapon = EquippedWeapon.staticBomb; * break; * } * } * * public void Shoot() * { * if (!isShootingOnCooldown && !barrier.activeSelf) * { * GameObject newBullet = null; * * switch (weapon) * { * case EquippedWeapon.amplifiedSpeaker: * newBullet = objectPool.GetAmplifiedWave(); * break; * case EquippedWeapon.staticBomb: * newBullet = objectPool.GetStaticBomb(); * break; * case EquippedWeapon.waterBalloon: * newBullet = objectPool.GetWaterBalloon(); * break; * } * * newBullet.transform.position = bulletOriginPoint.transform.position; * BulletBehavior bullet = newBullet.GetComponent<BulletBehavior>(); * if (bullet != null) * { * bullet.SetBulletDestination(crosshair.transform.position); * } * StartCoroutine(BeginCooldown(weapon)); * } * }*/ public void ShootSpeaker() { if (!isShootingOnCooldown && !barrier.activeSelf) { GameObject newBullet = objectPool.GetAmplifiedWave(); newBullet.transform.position = bulletOriginPoint.transform.position; var bullet = newBullet.GetComponent <BulletBehavior>(); if (bullet != null) { bullet.SetBulletDestination(crosshair.transform.position); } StartCoroutine(BeginCooldown(EquippedWeapon.amplifiedSpeaker)); } }