void Shoot(int weapon) { switch (weapon) { case 1: if (Values.GetRevolvAmmo() > 0) { Ray ray = new Ray(Camera.main.transform.position + transform.forward * 0.2f, Camera.main.transform.forward); RaycastHit hit; Revolver.gameObject.GetComponent <AudioSource>().Play(); if (Physics.Raycast(ray, out hit) && hit.distance < revolverDistance && hit.collider.gameObject.tag == "Enemy") { // Debug.Log ("Distance: " + hit.distance + " GameObject " + hit.collider.gameObject); Values.ChangeFettHealth(revolverDamage); } Values.AddAmmo(-1); StartCoroutine(Cooldown()); } break; case 2: if (Values.GetTrapAmmo() > 0) { Instantiate(TrapPrefub, Player.transform.position + Player.transform.forward, Quaternion.identity); Values.AddTrap(-1); StartCoroutine(Cooldown()); } break; } }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { Values.ChangePlayerHealth(trapDamage + 10); trigger.Play(); } else if (col.gameObject.tag == "Enemy") { Values.ChangeFettHealth(trapDamage); trigger.Play(); } }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { Values.ChangePlayerHealth(wireDamage + 15); explode.Play(); gameObject.transform.GetChild(0).gameObject.SetActive(false); } else if (col.gameObject.tag == "Enemy") { Values.ChangeFettHealth(wireDamage); explode.Play(); gameObject.transform.GetChild(0).gameObject.SetActive(false); } }