void Start () { vecPointAt = transform.position + transform.up * -100; lastFireTime = -1.0f; enableMuzzleLightUntil = -1.0f; GameObject goBulletImpactCTRL = GameObject.FindGameObjectWithTag ("Bullet_Impacts_Control"); if ( goBulletImpactCTRL != null ) bulletImpactCTRL = goBulletImpactCTRL.GetComponent< FPS_BulletImpacts>(); laserAim = GetComponent<LineRenderer> (); currentRotationSpeed = rotationSpeed; muzzleflashChangeTimeThrottle = Time.time; }
void Start() { vecPointAt = transform.position + transform.up * -100; lastFireTime = -1.0f; enableMuzzleLightUntil = -1.0f; GameObject goBulletImpactCTRL = GameObject.FindGameObjectWithTag("Bullet_Impacts_Control"); if (goBulletImpactCTRL != null) { bulletImpactCTRL = goBulletImpactCTRL.GetComponent <FPS_BulletImpacts>(); } laserAim = GetComponent <LineRenderer> (); currentRotationSpeed = rotationSpeed; muzzleflashChangeTimeThrottle = Time.time; }