void SetBulletDamage(NameWeapon weaponName, GameObject bullet) { switch (weaponName) { case NameWeapon.PISTOL: bullet.GetComponent <BulletController>().damage = 2; break; case NameWeapon.MP5: bullet.GetComponent <BulletController>().damage = 3; break; case NameWeapon.M3: bullet.GetComponent <BulletController>().damage = 4; break; case NameWeapon.AK: bullet.GetComponent <BulletController>().damage = 5; break; case NameWeapon.AWP: bullet.GetComponent <BulletController>().damage = 10; break; case NameWeapon.ROCKET: bullet.GetComponent <BulletController>().damage = 10; break; } }
public void SpawnBullet(Vector3 position, Vector3 direction, Quaternion rotation, NameWeapon weaponName) { if (weaponName != NameWeapon.ROCKET) { for (int i = 0; i < bullet_Prefabs.Count; i++) { if (!bullet_Prefabs[i].activeInHierarchy) { bullet_Prefabs[i].SetActive(true); bullet_Prefabs[i].transform.position = position; bullet_Prefabs[i].transform.rotation = rotation; bullet_Prefabs[i].GetComponent <BulletController>().SetDirection(direction); SetBulletDamage(weaponName, bullet_Prefabs[i]); break; } } } else { for (int i = 0; i < rocket_Bullet_Prefabs.Count; i++) { if (!rocket_Bullet_Prefabs[i].activeInHierarchy) { rocket_Bullet_Prefabs[i].SetActive(true); rocket_Bullet_Prefabs[i].transform.position = position; rocket_Bullet_Prefabs[i].transform.rotation = rotation; rocket_Bullet_Prefabs[i].GetComponent <BulletController>().SetDirection(direction); SetBulletDamage(weaponName, rocket_Bullet_Prefabs[i]); break; } } } }