public override void firedFrontWeapon(GameObject[] bullet, Vector3 whichPositionFiredFrom, float angleTravel) { foreach (GameObject shot in bullet) { DamageAmount damageAmount = shot.GetComponent <DamageAmount>(); if (damageAmount != null) { damageAmount.addDamage(3); } } }
public override void firedRightWeapon(GameObject[] bullet, Vector3 spawnPosition, float angleTravel) { foreach (GameObject bulletInstant in bullet) { DamageAmount damageAmount = bulletInstant.GetComponent <DamageAmount>(); if (damageAmount != null) { damageAmount.addDamage(damageBonus); damageBonus = 0; } } }