public void ShootingHandler(int w) { if (shootCooldown <= 0) { switch (w) { case (0): { NormalMissile nm = new NormalMissile(50 + (MainScript.Player.NormalMissileLvl * 10)); shootCooldown = nm.CoolDown; normalSound.GetComponent <AudioSource>().Play(); break; } case (1): { RocketMissile rm = new RocketMissile(150 + (MainScript.Player.RocketMissileLvl * 10)); shootCooldown = rm.CoolDown; rocketSound.GetComponent <AudioSource>().Play(); break; } case (2): { LaserMissile lm = new LaserMissile(100 + (MainScript.Player.LaserMissileLvl * 10)); shootCooldown = lm.CoolDown; laserSound.GetComponent <AudioSource>().Play(); break; } } } }
private void ReleaseLaserMissile(Vector3 newDestinationVector) { if (MissilePrefab == null) { return; } // GameObject laserMissileObject = ObjectPool.Spawn(laserMissilePrefab, GameController.Instance.transform, trans.position, trans.rotation); GameObject laserMissileObject = Instantiate(MissilePrefab, Trans.position, Trans.rotation); laserMissileObject.transform.parent = GameManager.Instance.transform; LaserMissile laserMissile = laserMissileObject.GetComponent <LaserMissile>(); laserMissile.DestinationVector = newDestinationVector; //laserMissile.owner = owner; laserMissile.Weapon = this; laserMissile.Target = Target; }