public void Update() { if (Input.GetButtonDown("Fire1")) { _launcher.Shoot(this); } }
void Update() { if (Target == null) { return; } RotateTowardsBug(); if (shooting != null) { shooting.Shoot(this); } }
public void Trigger() { switch (_state) { case GunTriggerState.Locked: triggerLockedEvent.Invoke(); return; case GunTriggerState.None: triggerPulledEvent.Invoke(); _shootModule.Shoot(); break; } }
private void Shoot() { if (weapon != null) { if (player.UsePixels(weapon.PixelCost)) { weapon.Shoot(); nextTimeToFire = Time.time; nextTimeToFire += weapon.FireRate; } } else { Debug.Log("No weapon!"); } }
public void Shoot() { shooter.Shoot(); }
public void Shoot() { _shoot.Shoot(); }
public void Shoot() { _shootImplementation.Shoot(); }
/// <summary> Shoots towards a direction.</summary> /// <param name="direction"> Direction to shoot at.</param> public void Shoot(Vector3 direction) { m_Weapon.Shoot(direction); }