void RotatePlayer() { //Check whether input are coming from keyboard or touch if (lookInput.magnitude != 0) { lookDirection = lookInput; } else { lookDirection = new Vector3(Input.GetAxisRaw("HorizontalLook"), 0, Input.GetAxisRaw("VerticalLook")); } //Rotate player if (lookDirection.magnitude != 0) { targetRotation = Quaternion.LookRotation(lookDirection); targetRotation = Quaternion.Inverse(targetRotation); //Debug.Log(targetRotation); //Debug.Log(targetRotation.eulerAngles); //Below used for smoother rotation //transform.eulerAngles = Vector3.forward * Mathf.MoveTowardsAngle(transform.eulerAngles.z, targetRotation.eulerAngles.y, rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3.forward * targetRotation.eulerAngles.y; //and shoot if using joystick if (lookInput.magnitude != 0) { projectileLauncher.Shoot(); } } //Shoot when spacebar is pressed, Used only when testing on PC if (Input.GetKey("space")) { projectileLauncher.Shoot(); } }
public void ShootAfterAnimation()//this function will be called from the attack animation clip (animation event) { print("Shoot"); projectileLauncher.Shoot(); animator.SetBool("isShooting", false); }
void Update() { gun.Shoot(player.transform.position - gameObject.transform.position); }