public void SpawnEffect(SNSSTypes.WeaponType weapon) { GameObject go = null; switch (weapon) { case SNSSTypes.WeaponType.Regular: go = Instantiate(muzzleFlashEffect, spawnLocation.position, spawnLocation.rotation, spawnLocation); break; case SNSSTypes.WeaponType.Energy: go = Instantiate(muzzleFlashEffect, spawnLocation.position, spawnLocation.rotation, spawnLocation); break; case SNSSTypes.WeaponType.Charged: go = Instantiate(chargedEffect, spawnLocation.position, spawnLocation.rotation, spawnLocation); break; case SNSSTypes.WeaponType.Missiles: go = Instantiate(missileEffect, spawnLocation.position, spawnLocation.rotation, spawnLocation); break; } if (go) { Destroy(go, lifeTime); } }
public void PlayShot(SNSSTypes.WeaponType weaponType) { shotSource.clip = null; if (weaponType == SNSSTypes.WeaponType.Regular && regularShotSound) { shotSource.clip = regularShotSound; } else if (weaponType == SNSSTypes.WeaponType.Energy && energyShotSound) { shotSource.clip = energyShotSound; } else if (weaponType == SNSSTypes.WeaponType.Missiles && missileShotSound) { shotSource.clip = missileShotSound; } if (shotSource.clip != null) { shotSource.Play(); } }