private void HandleShooting() { if (timeBtwLastShot >= fireRate) { canShoot = true; } if (Input.GetMouseButton(0) && canShoot && !isShielding) { Vector3 spreadOffset = new Vector3(Random.Range(-1, 1), Random.Range(-1, 1), 0); Bullet.Create(GetPosition(), GameAssets.ToMouseDirection(GetPosition() + spreadOffset / 2, Input.mousePosition)); timeBtwLastShot = 0; canShoot = false; } timeBtwLastShot += Time.deltaTime; }
private void HandleRotation() { mouse = GameAssets.ToMouseDirection(transform.position, Input.mousePosition); angle = Mathf.Atan2(mouse.y, mouse.x) * Mathf.Rad2Deg * Time.timeScale; transform.rotation = Quaternion.AngleAxis(angle - 180, Vector3.forward); }