void Shoot() { Vector3 o = new Vector3(transform.position.x, transform.position.y + 4.0f, transform.position.z); gunLight.enabled = true; gunLine.enabled = true; shootRay.origin = o; shootRay.direction = -transform.forward; gunLine.SetPosition(0, o); gunLine.SetPosition(1, o + shootRay.direction * 50); //Si rayon touche objet if (Physics.Raycast(shootRay, out shootHit)) { PlayerRobot playerHit = shootHit.collider.GetComponent <PlayerRobot> (); if (playerHit != null) { playerHit.ReceiveDamages(damage); } gunLine.SetPosition(1, shootHit.point); } }
void Shoot() { if (robot.isAlive == false) { return; } weapon = robot.weapon; cadence = weapon.rate; damage = weapon.damage; weapon.PlaySound(); timer = 0; gunLight.enabled = true; gunParticle.Stop(); gunParticle.Play(); gunLine.enabled = true; shootRay.origin = transform.position; shootRay.direction = transform.forward; gunLine.SetPosition(0, transform.position + shootRay.direction * 100); gunLine.SetPosition(1, transform.position); if (weapon.isRoulette) { int r = Random.Range(1, 3); if (r != 2) { // Shoot on player robot.ReceiveDamages((damage / 4.0f)); return; } } //Si rayon touche objet if (Physics.Raycast(shootRay, out shootHit)) { PlayerRobot playerHit = shootHit.collider.GetComponent <PlayerRobot> (); if (playerHit != null) { playerHit.ReceiveDamages((damage / 4.0f)); } gunLine.SetPosition(0, shootHit.point); } }