private void Shoot(float velocity) { Debug.Log("Shooting!!!"); pullHand.ReleaseArrow(); attachedArrow.transform.parent = null; attachedArrow.ArrowReleased(velocity * velocityMultiplier); stringAttachPoint.position = stringStartPoint.position; attachedArrow = null; }
//Old gun firing method goes to sleep... zzz mr gun method! /*private void Fire () * { * if (!canFire) * return; * * Debug.DrawRay(firingTrans.position, firingTrans.forward * 10000f, Color.red, 5f); * * //FIXME model color changes not working after models integrated * RaycastHit hit; * if (Physics.Raycast(firingTrans.position, firingTrans.forward, out hit)) { * if (hit.transform == apple) { * Debug.Log("Apple core!"); * PlayerController.Instance.vrInstructionText.text = "HE SHOT THE APPLE!!!"; * PlayerController.Instance.externalMonitorText.text = "YOU SHOT THE APPLE!!!!"; * PlayerController.Instance.vrInstructionText.enabled = true; * PlayerController.Instance.externalMonitorText.enabled = true; * } else if (hit.transform == head) { * Debug.LogError("You shot your son!!!"); * PlayerController.Instance.vrInstructionText.text = "YOU'RE DEAD!!!!"; * PlayerController.Instance.externalMonitorText.text = "YOU SHOT HIM YOU MONSTER!!!!!!"; * PlayerController.Instance.vrInstructionText.enabled = true; * PlayerController.Instance.externalMonitorText.enabled = true; * } * PlayerController.Instance.EndGame(); * } * }*/ private void ShootArrow() { Shots--; animator.Play("Shoot"); arrow.shaftRB.isKinematic = false; arrow.shaftRB.useGravity = true; arrow.shaftRB.transform.GetComponent <BoxCollider>().enabled = true; arrow.arrowHeadRB.isKinematic = false; arrow.arrowHeadRB.useGravity = true; arrow.arrowHeadRB.transform.GetComponent <BoxCollider>().enabled = true; arrow.transform.parent = null; arrow.ArrowReleased(ArrowReleaseVelocity); arrow.arrowHeadRB.AddForce(arrow.transform.forward * ArrowReleaseVelocity, ForceMode.VelocityChange); arrow.arrowHeadRB.AddTorque(arrow.transform.forward * 10f); arrow = null; }