public void shootBullets(GameObject p, Player.laserType laserType) { if (bulletsAmmount > 0) { if (laserType == Player.laserType.normalLaser) { float y = p.transform.position.y + 0.8f; float x = p.transform.position.x; Vector3 pos = new Vector3(x, y, 0); shoot(Bullets, pos); _canShoot = true; } else { Vector3 pos = p.transform.position; if (laserType == Player.laserType.tripleShot) { if (bulletsAmmount < 3) { _canShoot = false; AudioManager.Instance.LaserShotAudioPlay(_canShoot); return; } else { _canShoot = true; shoot(tripleBullets, pos); } } else if (laserType == Player.laserType.multiShot) { if (bulletsAmmount < 5) { _canShoot = false; AudioManager.Instance.LaserShotAudioPlay(_canShoot); return; } else { _canShoot = true; shoot(_multishotBullets, pos); } } else { pos.y += 1.2f; shoot(_rocketBullets, pos); _canShoot = true; } } AudioManager.Instance.LaserShotAudioPlay(_canShoot); decreaseAmmo(laserType); } else { _canShoot = false; AudioManager.Instance.LaserShotAudioPlay(_canShoot); } }
public void decreaseAmmo(Player.laserType laserType) { if (laserType == Player.laserType.normalLaser || laserType == Player.laserType.rockets) { bulletsAmmount--; } else if (laserType == Player.laserType.tripleShot) { bulletsAmmount -= 3; } else { bulletsAmmount -= 5; } if (bulletsAmmount < 0) { bulletsAmmount = 0; } UIManager.Instance.ammouCountUi(); }