void Update() { if (Input.GetButtonDown("Fire1")) { GameObject BulletHolder; BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject; BulletHolder.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_RigidBody; Temporary_RigidBody = BulletHolder.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(transform.forward * Force); Destroy(BulletHolder, 2.0f); } }
void Shoot() // Shoot following ray { GameObject BulletHolder; BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject; BulletHolder.transform.Rotate(Vector3.left * 90); Rigidbody Temp_RigidBody; Temp_RigidBody = BulletHolder.GetComponent <Rigidbody>(); Temp_RigidBody.AddForce(transform.forward * Force); Destroy(BulletHolder, 2.0f); }
private void AttackPlayer() // Attack player (currently with shooting) { agent.SetDestination(transform.position); transform.LookAt(player); if (!alreadyAttacked) // attack debounce // Attack code { RaycastHit hitPlayer; Ray playerPos = new Ray(transform.position, transform.forward); if (Physics.SphereCast(playerPos, 0.25f, out hitPlayer, fireRadius)) { if (Mathf.Floor(timerShots) <= 0 && hitPlayer.transform.tag == "Player") // Player in range, shoot { GameObject BulletHolder; BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject; BulletHolder.transform.Rotate(Vector3.left * 90); Rigidbody Temp_RigidBody; Temp_RigidBody = BulletHolder.GetComponent <Rigidbody>(); Temp_RigidBody.AddForce(transform.forward * Force); Destroy(BulletHolder, 2.0f); timerShots = timeBtwShots; } else { timerShots -= Time.deltaTime; } } alreadyAttacked = true; Invoke(nameof(ResetAttack), timeBetweenAttacks); } }
// Update is called once per frame void Update() { if (pickupbullet1 == null) { ammo += 10; pickupbullet1 = new GameObject(); } if (pickupbullet2 == null) { ammo += 10; pickupbullet2 = new GameObject(); } if (pickupbullet3 == null) { ammo += 10; pickupbullet3 = new GameObject(); } if (pickupbullet4 == null) { ammo += 10; pickupbullet4 = new GameObject(); } if (pickupbullet5 == null) { ammo += 10; pickupbullet5 = new GameObject(); } if (pickupbullet6 == null) { ammo += 10; pickupbullet6 = new GameObject(); } if (pickupbullet7 == null) { ammo += 10; pickupbullet7 = new GameObject(); } if (pickupbullet8 == null) { ammo += 10; pickupbullet8 = new GameObject(); } if (pickupbullet9 == null) { ammo += 10; pickupbullet9 = new GameObject(); } if (pickupbullet10 == null) { ammo += 10; pickupbullet10 = new GameObject(); } if (pickupbullet11 == null) { ammo += 10; pickupbullet11 = new GameObject(); } if (Input.GetButtonDown("Fire1") && ammo > 0) { GameObject BulletHolder; BulletHolder = Instantiate(Bullet, transform.position, transform.rotation) as GameObject; BulletHolder.transform.Rotate(Vector3.left * 90); Rigidbody Temporary_RigidBody; Temporary_RigidBody = BulletHolder.GetComponent <Rigidbody>(); Temporary_RigidBody.AddForce(transform.forward * Force); Destroy(BulletHolder, 2.0f); ammo--; } ammoText.text = "Ammo Left: " + ammo.ToString(); }