void AttemptAttack() { nextAttack = Time.time + attackRate; if (gun_Master.isGunLoaded) { Debug.Log("Shooting"); gun_Master.CallEventPlayerInput(); } else { gun_Master.CallEventPlayerInput(); //TODO: Out of ammo clicking noise. //TODO: Out of ammo indicatior. } }
void AttemptAttack() { nextAttack = Time.time + attackRate; if (gunMaster.isGunLoaded) { Debug.Log("Shooting"); gunMaster.CallEventPlayerInput(); } else { gunMaster.CallEventGunNotUsable(); } }
void AttemptAttack() { nextAttack = Time.time + attackRate; if (gunMaster.isGunLoaded) { gunAnimation.FireWeapon(); Debug.Log("Shooting"); gunMaster.CallEventPlayerInput(); isShooting = true; } else { gunMaster.CallEventGunNotUsable(); isShooting = false; } }