private void GunShoot(bool isCharging) { var ammo = inventory.limitedAmmoSearch; if (countableID == 2) { countableID = -999; } if (inventory.canShootBeams) { if (!isCharging) { pool.ActiveNextPoolObject(); } else { int id = beamToShoot.GetComponent <Beam>().ID; beamToShoot = beams.GetAmmoPrefab(id * -1); //back to normal beam beamToShoot = beams.GetAmmoPrefab(id); } } else { if (ammo.ContainsKey(countableID)) { var ammoPos = ammo[countableID]; var obj = Instantiate(ammoPos.ammoPrefab, transform.position, transform.rotation, transform); obj.transform.SetParent(null); ammoPos.ActualAmmoCount(-1); if (ammoPos.actualAmmo <= 0) { inventory.canShootBeams = true; } } } }
public void Shoot() { bulletsPool.ActiveNextPoolObject(); }