private void ShootProjectile(Projectile_Trajectory pt = Projectile_Trajectory.MEDIUM) { if (!PlayerProjectile.Active) { PlayerProjectile.Shoot(Position, GoingRight, pt); ChangeAnimationState(Animation_State.throwing); LockAnimation(Animations[ActiveAnimation]); } }
public void Shoot(Vector2 spawnPosition, bool direction, Projectile_Trajectory pt = Projectile_Trajectory.MEDIUM) { GameObjectState = GameObject_State.Air; ActiveAnimation = Animation_State.jumping; Active = true; Position = spawnPosition + new Vector2(50, 15); ProjectileTrajectory = pt; Velocity = Vector2.Zero; GoingRight = direction; ProjectileState = Projectile_State.CHARGING; PositionRectangle.Location = Position.ToPoint(); Wait = 400; WaitCounter = 0; }
//turn on / off the current projection line and line renderer public void TurnOnOffProjectileFromPreviousWeapon(bool status) { if (currentWeapon != null) { Projectile_Trajectory temp = currentWeapon.FiringPoint.GetComponent <Projectile_Trajectory>(); if (temp != null) { LineRenderer line = currentWeapon.FiringPoint.GetComponent <LineRenderer>(); if (line != null) { line.enabled = status; } temp.enabled = status; } } }