private void Update() { if (bulletCount <= 0) { wPUP.DisablePowerUp(powerUpNum); } if (XCI.GetButtonDown(XboxButton.A, controller) && canShoot) { canShoot = false; StartCoroutine(Shoot()); } }
private void Update() { if (bulletCount <= 0) { wPUP.DisablePowerUp(powerUpNum); } if (XCI.GetButtonDown(XboxButton.A, controller) && Time.time >= nextTimeToFire) { nextTimeToFire = Time.time + 1f / fireRate; Shoot(); } }
void Shockwave() { Collider[] colliders = Physics.OverlapSphere(transform.position, radius); foreach (Collider hit in colliders) { Rigidbody hitRB = hit.GetComponent <Rigidbody>(); if (hitRB != null && !hit.GetComponent <WNotAffected>() && hitRB != rb) { hitRB.AddExplosionForce(impactForce, transform.position, radius, upwardsThrust, ForceMode.Impulse); } } Instantiate(explosion, transform.position, transform.rotation); wPUP.DisablePowerUp(powerUpNum); }