void Attack() { RaycastHit hit; anims.Play(); if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); SimpleAIController target = hit.transform.GetComponent <SimpleAIController>(); if (target != null) { sounds[0].Play(); target.TakeDamage(damage); } else { sounds[1].Play(); } } else { sounds[1].Play(); } attackTimer = 0; }
void Attack() { RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, range)) { Debug.Log(hit.transform.name); SimpleAIController target = hit.transform.GetComponent <SimpleAIController>(); if (target != null) { target.TakeDamage(damage); } } attackTimer = 0; }
void Shoot() { muzzleFlash.Play(); gunshot.Play(); recoil.Fire(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); SimpleAIController target = hit.transform.GetComponent <SimpleAIController>(); if (target != null) { target.TakeDamage(damage); } GameObject impactGo = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); Destroy(impactGo, 0.5f); } }