protected virtual void RequestShot() { if (!CanShoot) { return; } if (useRecoil) { Recoil(); } WeaponAmmo.ConsumeAmmo(); }
// Makes our weapon start shooting protected virtual void RequestShot() { if (!CanShoot) { return; } if (useRecoil) { Recoil(); } animator.SetTrigger(weaponUseParameter); WeaponAmmo.ConsumeAmmo(); //muzzlePS.Play(); }
protected virtual void RequestShot() { /*GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); * Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>(); * rb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);*/ if (!CanShoot) { return; } if (useRecoil) { Recoil(); } Debug.Log("Shooting"); WeaponAmmo.ConsumeAmmo(); Recoil(); CanShoot = false; }