private void ShootMain(MouseInput leftButton) { if (leftButton.down) { _charAnim.EnableAim(weaponGetSpeed, delegate { isShootMain = true; }); } if (leftButton.up) { _charAnim.DisableAim(weaponGetSpeed); isShootMain = false; } if (leftButton.press && (isShootMain || isShootExtra)) { _weaponShooter.Shoot(); if (_character.isPlayer) { UIController.instance.UpdateAmmoUI(_weaponShooter.CurrentAmmoInStore, _weaponShooter.CurrentAmmoAmmount); } if (_weaponShooter.IsStoreEmpty && _weaponShooter.CurrentAmmoAmmount > 0) { UIController.instance.ShowAmmoHint(); } } }
void weaponshoot() { if ((Input.GetKey(KeyCode.Space) || OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger, OVRInput.Controller.LTouch)) && leftWeapon) { leftWeapon.Shoot(); } if ((Input.GetKey(KeyCode.Space) || OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger, OVRInput.Controller.RTouch)) && rightWeapon) { rightWeapon.Shoot(); } }
private void OnTriggerStay(Collider other) { if (isDead) { return; } //Debug.Log(other.gameObject.name); if (other.tag == "Player") { shooting = true; transform.rotation = Quaternion.LookRotation(other.transform.position - transform.position); weapon.Shoot(); } }