// Update is called once per frame void Update() { if (playerBuff.ATK_BUFF()) { ATK_text.enabled = true; } else { ATK_text.enabled = false; } if (playerBuff.DFS_BUFF()) { DPS_text.enabled = true; } else { DPS_text.enabled = false; } if (playerBuff.SPD_BUFF()) { SPD_text.enabled = true; } else { SPD_text.enabled = false; } }
void Shoot() { timer = 0; gunAudio.Play(); gunParticle.Stop(); gunParticle.Play(); gunLight.enabled = true; gunLine.enabled = true; gunLine.SetPosition(0, transform.position); gunRay.origin = transform.position; gunRay.direction = transform.forward + new Vector3(1f, 1f, 0f) * Random.Range(-0.03f, 0.03f) + new Vector3(-1f, 1f, 0f) * Random.Range(-0.03f, 0.03f); if (Physics.Raycast(gunRay, out gunRayHit, range, shootablemask)) { EnemyHealth enemyHealth = null; if (gunRayHit.collider.tag == "Enemy") { enemyHealth = gunRayHit.collider.GetComponent <EnemyHealth>(); if (enemyHealth != null) { if (playerBuff.ATK_BUFF()) { shootdamage = 12; } else { shootdamage = 10; } enemyHealth.TakeDamage(shootdamage, gunRayHit.point); } } else if (gunRayHit.collider.tag == "EnemyPlayer") { enemy_Player.Hit(gunRayHit.point); } gunLine.SetPosition(1, gunRayHit.point); } else { gunLine.SetPosition(1, gunRay.origin + gunRay.direction * range); } }