public static void Fire(Items.Instance Item, Player UsingPlayer) { Projectiles.Fire(Projectiles.ProjectileID.ROCKET_JUMPER, UsingPlayer); UsingPlayer.SfxManager.FpRocketFire(); UsingPlayer.SetCooldown(0, FireCooldown, true); }
public override void Attack() { // store forward direction of player Vector3 direction = transform.forward; //Calculate spread by using range Vector3 spread = Vector3.zero; //Offset on local Y spread += transform.up * Random.Range(-accuracy, accuracy); //offset on local X spread += transform.right * Random.Range(-accuracy, accuracy); //Instatiate a new bullet from prefab "projectile" GameObject clone = Instantiate(projectile, spawnPoint.position, spawnPoint.rotation); //Get the component from the new bullet Projectiles newBullet = clone.GetComponent <Projectiles>(); //Tell the bullet to Fire() newBullet.Fire(direction + spread); }