private void iftests() { if (chasing) { if (shooting == false && Vector3.Dot(target.position, transform.position) > 0 && Vector3.Angle(target.position - transform.position, transform.forward) < angle) { shooting = true; GameObject bullet = ebulletList.GetBullet(); /* * if (bul1) * { * bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero; * bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero; * * } */ bullet.GetComponent <TrailRenderer>().Clear(); ebulletList.startBullet(cannonhole); StartCoroutine(off(bullet)); StartCoroutine("cannon"); } } }
private void turret_fire() { if (!shooting && Vector3.Angle(target.position - transform.position, transform.forward) < angle) { shooting = true; GameObject bullet = ebulletList.GetBullet(); bullet.GetComponent <TrailRenderer>().Clear(); ebulletList.startBullet(cannonhole); StartCoroutine(off(bullet)); StartCoroutine("cannon"); } }
IEnumerator fire() { pace = false; //target = aimZone.lockon(scope.transform); //bullet.SetActive(true); ammo = bulletList.GetBullet(); /* * if (bul1) { * bullet.GetComponent<TrailRenderer>().Clear(); * bullet.GetComponent<Rigidtransform>().velocity = Vector3.zero; * bullet.GetComponent<Rigidtransform>().angularVelocity = Vector3.zero; * * } */ bulletList.startBullet(foward.transform); StartCoroutine(off(ammo, bTime)); yield return(firerate); pace = true; ammo = null; }