void IGun.fire() { rocketDelay = rocketDelay - Time.deltaTime; if (rocketDelay <= 0) { rocketDelay = maxDelay; GameObject tempBulletHandler; GameObject tempEnemy = findClosestEnemy(); //displacement = tempEnemy.transform.position - transform.position; //distance = displacement.magnitude; distance = Vector3.Distance(tempEnemy.transform.position, transform.position); if (distance < rocketRange && tempEnemy.layer == 8) { if (tempEnemy != null) { tempBulletHandler = Instantiate(Rocket, gameObject.transform.position, gameObject.transform.rotation) as GameObject; HRocketAI temp = tempBulletHandler.GetComponent <HRocketAI>(); temp.setTarget(tempEnemy); isLoaded = false; Destroy(tempBulletHandler, rocketLifetime); weaponSystem.manageSecondaryAmmo(ammoUsage); } else { Debug.Log("No Enemy Lock"); } } } }
void OnTriggerEnter(Collider playerShip) { if (playerShip.CompareTag("Player")) { WeaponSystems playerWeapons = playerShip.GetComponent <WeaponSystems>(); playerWeapons.manageSecondaryAmmo(ammoRestore); DestroyObject(gameObject); } }