public void Shoot() { anim.SetTrigger("Shot"); cameraShake.Shake(weaponStats.ShakeAmount, 0.03f); Bullet shotBullet = Instantiate(weaponStats.Bullet, firePoint.position, transform.rotation) as Bullet; shotBullet.gameObject.transform.Rotate(new Vector3(0f, 0f, 1f), Random.Range(-weaponStats.Spread, weaponStats.Spread)); shotBullet.Initialize(weaponStats.MinDamage, weaponStats.MaxDamage, weaponStats.CriticalStrikeChance); AudioManager.instance.PlaySound(weaponStats.ShotSound); magazineManager.ChangeBulletsAmountByNumber(-1); }
IEnumerator SerialShot() { for (int i = 0; i < shotsAmount; i++) { anim.SetTrigger("Shot"); cameraShake.Shake(weaponStats.ShakeAmount, 0.03f); Bullet bullet = Instantiate(weaponStats.Bullet, firePoint.position, transform.rotation) as Bullet; bullet.Initialize(weaponStats.MinDamage, weaponStats.MaxDamage, weaponStats.CriticalStrikeChance); AudioManager.instance.PlaySound(weaponStats.ShotSound); yield return(new WaitForSeconds(0.1f)); magazineManager.ChangeBulletsAmountByNumber(-1); } }