void Shoot() { timer = 0f; gunAudio.Play(); gunLight.enabled = true; gunParticles.Stop(); gunParticles.Play(); gunLine.enabled = true; gunLine.SetPosition(0, transform.position); shootRay.origin = transform.position; shootRay.direction = transform.forward; if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { SlimeHealth enemyHealth = shootHit.collider.GetComponent <SlimeHealth> (); if (enemyHealth != null) { enemyHealth.TakeDamage(damagePerShot, shootHit.point); } gunLine.SetPosition(1, shootHit.point); } else { gunLine.SetPosition(1, shootRay.origin + shootRay.direction * range); } }
private void HitTarget() { GameObject effectIns = (GameObject)Instantiate(impactEffect, _transform.position, _transform.rotation); Destroy(effectIns, 0.5f); objectPooler.BackToPool(btag, this.gameObject); if (PhotonNetwork.isMasterClient) { /* Slow Effect */ if (slowEffect) { SlowDownEffect(); } else { tarHealth.TakeDamage(attackDamage); } } }
private void MeleeAttack(float attackDamage) { tarHealth.TakeDamage(attackDamage); }