Exemple #1
0
    /*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));
        }
    }