public void playerShoot() { if (fireTimer >= fireRate && !isPaused) { createProjectile.tirer(projectile); fireTimer = 0; //Changer l'image du curseur if (levelManager.GetComponent <UIManager>()) { Texture2D cursorDisabled = levelManager.GetComponent <UIManager>().cursorImageDisable; Cursor.SetCursor(cursorDisabled, new Vector2(cursorDisabled.width / 2, cursorDisabled.height / 2), CursorMode.Auto); } } }
/// <summary> /// Tirer sur la cible. La méthode vérifier si le cible est en vue avant de tirer. /// </summary> /// <returns> /// True si le tank a tiré, false sinon. /// </returns> protected bool shootTarget() { bool hasShoot = false; if (canShoot && isTargetInSight()) { Debug.Log("Target is in sight"); shoot.tirer(projectile); hasShoot = true; } else { Debug.Log("Target is not in sight"); } return(hasShoot); }