// ------------------------------------------------- Shotgun ------------------------------------------------- public override void PrimaryAttack() { if (!primary.is_reloading) { ShakeCamera(0.05f, 0.09f, Quaternion.Euler(0, 0, GetMouseDirection(attacking_offset.position))); primary.Fire(GetMouseDirection(attacking_offset.position)); } else { ability_primary.Reset(); } }
private void Shoot() { if (!isloaded || !shootReleased) { return; } if (DamageUPActive) { shotty.Fire(this.gameObject.transform.position); cd = 0.15f; isloaded = false; } else { shotty.Fire(this.gameObject.transform.position); PeterCD = 0.400f; cd = 0.700f; isloaded = false; PeterCDDone = false; } anim.SetTrigger("Shoot"); }
void FireByIndex() { switch (enemyType) { case 0: br.Fire(); break; case 1: ps.Fire(); break; case 2: sg.Fire(); break; } }
static void Main(string[] args) { Firearm firearm = new Firearm(); firearm.Fire("I'm a generic firearm and I shoot things."); Shotgun shotgun = new Shotgun(); shotgun.Fire("I'm a 12 guage shotgun and I got boom!"); Pistol pistol = new Pistol(); pistol.Fire("I'm a 9mm pistol and I got pop!"); Rifle rifle = new Rifle(); rifle.Fire("I'm a 30-06 rifle and I go crack!"); }
public void CmdFireActiveWeapon(bool mouseHeld, Vector3 localForward, Vector3 localUp) { switch (currentWeapon) { case 0: pistolPrefab.Fire(mouseHeld, localForward, localUp); break; case 1: laserPrefab.Fire(mouseHeld, localForward, localUp); break; case 2: assaultRifle.Fire(mouseHeld, localForward, localUp); break; case 3: shotgun.Fire(mouseHeld, localForward, localUp); break; } }