private void FireBullet()
 {
     if (bulletStockpile.GetBulletCount() >= damage)
     {
         bulletStockpile.IncrementBulletCount(-damage);
         GameObject newBullet = Instantiate(_bulletPrefab, transform.position, Quaternion.identity);
         newBullet.GetComponent <BulletBehavior>().SetDamage(damage);
         timeTillShoot = 1 / rof;
         FireMultishot();
     }
 }
Esempio n. 2
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    public void BuyUpgrade()
    {
        int bulletCount = _bulletStockpile.GetBulletCount();

        if (bulletCount >= _cost)
        {
            soundController.playUpgrade();
            _bulletStockpile.IncrementBulletCount(-_cost);
            _cost         = (int)(_cost * _costIncreaseRate);
            costText.text = getCostText();
            GainBenefit();
        }
    }
Esempio n. 3
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 public void TakeDamage(float damage)
 {
     Camera.main.GetComponent <CamShaker>().tinyShake();
     soundController.playTinyHit();
     ParticleSystem.MainModule ps = Instantiate(Explosion, transform.position, Quaternion.identity).GetComponent <ParticleSystem>().main;
     ps.startColor = ExpColor;
     if (health > damage)
     {
         // enemyRenderer.color = Color.red;
         // Invoke("ClearRed", 0.15f);
         health -= (int)damage;
     }
     else
     {
         bulletStockpile.IncrementBulletCount(bulletScrap);
         Destroy(gameObject);
     }
 }