private void FireObjtive() { // Instantiate bullet GunBulletResponse currentBullet = GameController.Instance.GetHeliGunBulletInactive(); // Commpute bullet direction Vector3 bulletDirection = (m_Target.transform.position - m_EnemyTransform.position).normalized; // Init bullet currentBullet.OnInit(m_EnemyBlackboard.m_Damage, m_BulletSpeed, bulletDirection, m_BulletEmitter.transform.position); }
void FirePlayer() { DesactivateAnimations(); SetAttackAnimation(true); m_ElapsedTime = 0.0f; GunBulletResponse currentBullet = GameController.Instance.GetHeliGunBulletInactive(); Vector3 bulletDirection = m_EnemyTransform.forward - new Vector3(0, +0.1f, 0); currentBullet.OnInit(m_EnemyBlackboard.m_Damage, m_BulletSpeed, bulletDirection, m_BulletEmitter.transform.position); // Set audio SoundController.Instance.PlayOneShootAudio("event:/Helicopter/Shot", m_EnemyTransform); }
private void FireNerfAnitguo() { SoundController.Instance.PlayOneShootAudio("event:/Nerf/Shot", m_PlayerBlackboard.m_PlayerTransform); // Set elapsed time to 0 m_ElapsedTimeFire = 0; //Substract Ammo m_PlayerBlackboard.SubstractAmmo(1); // Instantiate bullet GunBulletResponse l_CurrentBullet = GameController.Instance.GetGunBulletInactive(); // Get damage depending if player have buff activated int l_Damage = m_PlayerBlackboard.BuffActive() ? l_Damage = m_PlayerBlackboard.m_NerfSO.m_WeaponLevel[m_PlayerBlackboard.m_NerfCurrentLevel].m_Damage * m_PlayerBlackboard.m_DamageMultiplayer : m_PlayerBlackboard.m_NerfSO.m_WeaponLevel[m_PlayerBlackboard.m_NerfCurrentLevel].m_Damage; // Init bullet with his damage, direction and cadence l_CurrentBullet.OnInit(l_Damage, m_PlayerBlackboard.m_NerfSO.m_WeaponLevel[m_PlayerBlackboard.m_NerfCurrentLevel].m_BulletForce, m_PlayerBlackboard.m_PlayerCamera.transform.forward, m_BulletEmitter.transform.position); // Play PS m_NerfShootParticleSystem.Play(); }