public void updateHaloSize() { if (halo == null) { return; } halo.transform.localScale = tileSize * Vector3.one * my_firearm.getCurrentRange(); }
void Update() { if (myTarget == null) { return; } if (myTarget != null && !myTarget.gameObject.activeSelf) { NullTarget(); return; } if (Vector2.Distance(myTarget.transform.position, this.transform.position) > firearm.getCurrentRange()) { // Debug.Log("Laser out of range\n"); NullTarget(); return; } TIME += Time.deltaTime; if (TIME >= next_ammo_time) { firearm.UseAmmo(); next_ammo_time += ammo_frequency; } if (TIME >= next_damage_time) { targetBody.DoTheThing(this.firearm, statsum); if (firearm.isSparkles) { firearm.sparkles.AskSparkles(targetBody.my_hitme); } next_damage_time += damage_frequency; } }