void shootProjectile() { if (Input.GetKeyDown(actionBtn) && currentProjectileCount < 3) { //play shooting sound float vol = Random.Range(volLowRange, volHighRange); audioSource.PlayOneShot(shootSound, vol); //find which projectile to shoot switch (currentProjectile) { case "explosive": ExplosiveProjectileController epc = explosiveProjectileFab.GetComponent <ExplosiveProjectileController>(); epc.init(isFacingRight, gameObject.tag); Instantiate(explosiveProjectileFab, myTransform.position, Quaternion.identity); break; case "multi": ProjectileController mpc = multiProjectileFab.GetComponent <ProjectileController>(); mpc.init(isFacingRight, gameObject.tag); Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity); break; default: ProjectileController pc = defaultProjectileFab.GetComponent <ProjectileController>(); pc.init(isFacingRight, gameObject.tag); Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity); break; } } }
void shootProjectile() { //Super quick hack for those without numpads to shoot player2 KeyCode secondaryActBtn = KeyCode.Asterisk; if (actionBtn == KeyCode.Keypad0) { secondaryActBtn = KeyCode.Slash; } //SHOOT if ((Input.GetKeyDown(actionBtn) || Input.GetKeyDown(secondaryActBtn)) && currentProjectileCount < 3) { //find which projectile to shoot switch (currentProjectile) { case "explosive": ExplosiveProjectileController epc = explosiveProjectileFab.GetComponent <ExplosiveProjectileController>(); epc.init(isFacingRight, gameObject.tag); Instantiate(explosiveProjectileFab, myTransform.position, Quaternion.identity); break; case "multi": ProjectileController mpc = multiProjectileFab.GetComponent <ProjectileController>(); mpc.init(isFacingRight, gameObject.tag); Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity); break; default: ProjectileController pc = defaultProjectileFab.GetComponent <ProjectileController>(); pc.init(isFacingRight, gameObject.tag); Instantiate(defaultProjectileFab, myTransform.position, Quaternion.identity); break; } } }