// Fire rail gun weapon void RailGun() { Quaternion offset = Quaternion.Euler(UnityEngine.Random.onUnitSphere); F3DPoolManager.Pools["GeneratedPool"].Spawn(railgunMuzzle, TurretSocket[curSocket].position, TurretSocket[curSocket].rotation, TurretSocket[curSocket]); GameObject newGO = F3DPoolManager.Pools["GeneratedPool"].Spawn(railgunBeam, TurretSocket[curSocket].position, offset * TurretSocket[curSocket].rotation, null).gameObject as GameObject; F3DBeam beam = newGO.GetComponent <F3DBeam>(); if (beam) { beam.SetOffset(railgunOffset); } F3DAudioController.instance.RailGunShot(TurretSocket[curSocket].position); if (ShellParticles.Length > 0) { ShellParticles[curSocket].Emit(1); } AdvanceSocket(); }
// Fire sniper weapon void Sniper() { Quaternion offset = GetOffSet(); F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperMuzzle, TurretSocket[curSocket].position, TurretSocket[curSocket].rotation, TurretSocket[curSocket]); GameObject newGO = F3DPoolManager.Pools["GeneratedPool"].Spawn(sniperBeam, TurretSocket[curSocket].position, offset * TurretSocket[curSocket].rotation, null).gameObject as GameObject; F3DBeam beam = newGO.GetComponent <F3DBeam>(); if (beam) { beam.SetOffset(sniperOffset); } F3DAudioController.instance.SniperShot(TurretSocket[curSocket].position); if (ShellParticles.Length > 0) { ShellParticles[curSocket].Emit(1); } AdvanceSocket(); }