// Update is called once per frame void Update() { if (tripleActive != false) { fireType = FireType2D.SHOTGUN; GetComponent <ParticleSystem>().startColor = Color.cyan; GetComponent <ParticleSystem>().enableEmission = true; } if (tripleActive == false && multiplier != true) { GetComponent <ParticleSystem>().enableEmission = false; fireType = FireType2D.SINGLE; } if (tripleActive == false) { fireType = FireType2D.SINGLE; } if ((Input.GetButton("XButton") || Input.GetKeyDown("insert")) && Time.time > timeToFire) { if (multiplier) { timeToFire = Time.time + 1 / (fireRate * 2); GetComponent <ParticleSystem>().startColor = Color.red; GetComponent <ParticleSystem>().enableEmission = true; } else { timeToFire = Time.time + 1 / fireRate; GetComponent <ParticleSystem>().enableEmission = false; } switch (fireType) { case FireType2D.SINGLE: { ShootOne(); break; } case FireType2D.SHOTGUN: { ShootMulti(); break; } case FireType2D.BURST: { break; } default: { break; } } } }
// Use this for initialization void Awake() { fireType = FireType2D.SINGLE; fireRate = 10; firePoint = transform.Find("FirePoint"); if (firePoint == null) { Debug.LogError("No firepoint"); } GetComponent <ParticleSystem>().enableEmission = false; }