public void Shoot(AIController controller) { fire = true; GameObject bullet = Instantiate(projectile); bullet.transform.position = firePoint.transform.position; bullet.transform.rotation = firePoint.transform.rotation; Projectile_3 projectile_3 = bullet.GetComponent <Projectile_3>(); projectile_3.controller = controller; projectile_3.SetStats(stats.speed, stats.damage, stats.force, stats.lifetime, stats.defaultImpactEffect); PlayMuzzleEffects(); source.PlayOneShot(gunShot.sound, gunShot.volumeMax); }
void SpawnProjectile() { GameObject bullet = GetChamberedRound(); if (bullet != null) { Bullet_Controller bullet_Controller = bullet.GetComponent <Bullet_Controller>(); bullet_Controller.hasFired = true; bullet_Controller.ToggleBulletVisibility(false); GameObject projectile = Instantiate(bullet_Controller.BulletProjectile) as GameObject; projectile.transform.position = firePoint.position; projectile.transform.rotation = firePoint.rotation; Projectile_3 projectile_3 = projectile.GetComponent <Projectile_3>(); projectile_3.speed = bullet_Controller.stats.speed; projectile_3.damage = bullet_Controller.stats.damage; projectile_3.force = bullet_Controller.stats.force; projectile_3.lifetime = bullet_Controller.stats.lifetime; projectile_3.defaultImpactEffect = bullet_Controller.stats.defaultImpactEffect; PlayFireEffects(); } }