private void PlayerShooting_OnShootRight(object sender, PlayerAimWeapon.OnShootEventArgs e) { Transform bulletTransform = Instantiate(pfWeaponRight, e.endPointPosition, Quaternion.identity); Vector3 shootDir = (e.shootPosition - e.endPointPosition).normalized; bulletTransform.GetComponent <IceBolt>().Setup(shootDir); }
private void PlayerAimWeapon_OnShoot(object sender, PlayerAimWeapon.OnShootEventArgs e) { UtilsClass.ShakeCamera(.6f, .05f); WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition); Shoot_Flash.AddFlash(e.gunEndPointPosition); Vector3 shootDir = (e.shootPosition - e.gunEndPointPosition).normalized; shootDir = UtilsClass.ApplyRotationToVector(shootDir, 90f); ShellParticleSystemHandler.Instance.SpawnShell(e.shellPosition, shootDir); }
private void PlayerAimWeapon_OnShoot(object sender, PlayerAimWeapon.OnShootEventArgs e) { //UtilsClass.ShakeCamera(.6f, .05f); WeaponTracer.Create(e.gunEndPointPosition, e.shootPosition); //Shoot_Flash.AddFlash(e.gunEndPointPosition); World_Sprite world_Sprite = World_Sprite.Create(e.gunEndPointPosition, GameAssets.i.s_ShootFlash); FunctionTimer.Create(world_Sprite.DestroySelf, .1f); Vector3 shootDir = (e.shootPosition - e.gunEndPointPosition).normalized; shootDir = UtilsClass.ApplyRotationToVector(shootDir, 90f); //ShellParticleSystemHandler.Instance.SpawnShell(e.shellPosition, shootDir); }
private void PlayerAimWeapon_OnShoot(object sender, PlayerAimWeapon.OnShootEventArgs e) { //UtilsClass.ShakeCamera(1f, .2f); }
private void PlayerAimWeapon_OnShoot(object sender, PlayerAimWeapon.OnShootEventArgs e) { UtilsClass.ShakeCamera(0.2f, 0.2f); //WeaponTrace.Create(e.gunEndPointPosition, e.shootPosition); //Shoot_Flash.AddFlash(e.gunEndPointPosition); }