private void Shoot() { //creates a spawn of the laser to the player position //Quaternion.identity-->default position //sets the laser to the player position above with no rotation //countdown on laser so player is not spaming if (Time.time > _nextFire) { //setting triple shot if (canTripleShot == true) { //Play FX! audioController.PlaySound(Sounds.tripleShotLaserSound); Instantiate(_tripleShotPrefab, _transform.position, Quaternion.identity); } else { //Play FX! audioController.PlaySound(Sounds.laserSound); //instanciamos el laser del player mediante Poolsystem PoolSystem.SpawnObject(_laserPrefab, PoolTypes.laserPlayer, _transform.position + new Vector3(0, 0.9f, 0)); //Instantiate(_laserPrefab, _transform.position + new Vector3(0, 0.9f, 0), Quaternion.identity); } _nextFire = Time.time + _fireRate; } }
void Shoot() { if (Time.time > nextFire) { //Play FX! audioController.PlaySound(Sounds.laserSound); //se spawnea el objeto des del pool system PoolSystem.SpawnObject(laserPrefab, weaponType, laserSpawn.position, transform.rotation); //Instantiate(laserPrefab, laserSpawn.position,transform.rotation); nextFire = Time.time + shootingRate; } }