// Use this for initialization void Start() { player = GameObject.Find("Player"); playerValues = player.GetComponent <PlayerValues>(); pistolValues = playerValues.GetPistolValues(); minigunValues = playerValues.GetMinigunValues(); pistolFrequency = 1.0f / pistolValues[4]; minigunFrequency = 1.0f / minigunValues[4]; }
private void NewShot() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { //print("I'm looking at " + hit.transform.name); //print("HIT: " + hit.point); } if (mouseUp == false) { referenceVector = new Vector3(hit.point.x, hit.point.y, player.transform.position.z - 2); mouseUp = true; } referenceVector = new Vector3(referenceVector.x, referenceVector.y, player.transform.position.z - 4); Vector3 v3_Dir = hit.point - referenceVector; if (hit.point.z > player.transform.position.z) { GameObject newBullet = Instantiate(bullet, new Vector3(transform.position.x, 0.5f, transform.position.z), Quaternion.identity); float angle = AngleInDeg(newBullet.transform.forward, v3_Dir); newBullet.transform.Rotate(0, angle, 0); if (gunType == "Pistol") { pistolValues = playerValues.GetPistolValues(); newBullet.GetComponent <Shot>().setValues(pistolValues[0], pistolValues[1], pistolValues[2]); } else if (gunType == "Minigun") { minigunValues = playerValues.GetMinigunValues(); newBullet.GetComponent <Shot>().setValues(minigunValues[0], minigunValues[1], minigunValues[2]); } } }