private void LocalShoot() { if (this.m_tank.TankType != TankType.Local) { return; } if (Time.time - this.lastShootTime < this.shootInterval) { return; } // this.m_tank.BeAttacked(30f); Vector3 pos = this.m_tank.Gun.transform.position + this.m_tank.Gun.transform.forward * 2; // Bullet bullet = BulletFactory.Create(this.m_tank); bullet.GameObject.transform.position = pos; bullet.GameObject.transform.rotation = this.m_tank.Gun.transform.rotation; //UnityEditor.EditorApplication.isPaused = true; //UnityEditor.EditorApplication.isPaused = true; Send_C2B_Shoot(pos, bullet.GameObject.transform.eulerAngles); this.lastShootTime = Time.time; }
private void RemoteShoot(Vector3 pos, Vector3 eulerAngles) { if (this.m_tank.TankType != TankType.Remote) { return; } Bullet bullet = BulletFactory.Create(this.m_tank); bullet.GameObject.transform.position = pos; bullet.GameObject.transform.eulerAngles = eulerAngles; }