void Fire() { if (Reloading == false)//if the player isn't reloading, then activate the Fire void to allow the player to shoot bullets { GameObject BulletHandeler; BulletHandeler = Instantiate(Bullet, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject; BulletHandeler.transform.Rotate(Vector3.left * 90); Rigidbody TR; TR = BulletHandeler.GetComponent <Rigidbody>(); TR.AddForce(transform.forward * BulletForce); Destroy(BulletHandeler, 1.0f); } }
internal void Spawn(GameObject gameObject, Vector3 SpawnLocation) { if (BulletFolder == null) { BulletFolder = new GameObject("Bullet Folder"); BulletFolder.transform.position = Vector3.zero; //just in case } GameObject bullet = Instantiate(ammoPrefab, BulletFolder.transform); bullet.transform.rotation = gameObject.transform.rotation; bullet.transform.position = SpawnLocation; BulletHandeler bh = bullet.GetComponent <BulletHandeler>(); if (bh != null) { bh.sender = gameObject; bh.damageType = dt; } }
public virtual IEnumerator hit(Collider2D collision, BulletHandeler bullet) { yield break; }
public override IEnumerator hit(Collider2D collision, BulletHandeler bullet) { DealDamage(bullet.damageType, bullet.sender); yield break; }
// Use this for initialization void Awake() { bullet = GetComponent <BulletHandeler>(); }