void OpenFire() { //Debug.Log("Open Fire called!"); if (Physics.Raycast(camTransform.TransformPoint(startPosition), camTransform.forward, out hit, range)) { //gunMaster.CallEventShotDefault(hit.point, hit.transform); //if (hit.transform.CompareTag(GameManager_References._enemyTag)) //{ // //Debug.Log("Enemy hit!"); // gunMaster.CallEventShotEnemy(hit.point, hit.transform); //} if (hit.transform.GetComponent <NPC_TakeDamage>() != null) { gunMaster.CallEventShotEnemy(hit, hit.transform); } else { gunMaster.CallEventShotDefault(hit, hit.transform); } } }
void NPCFireGun(float randomRange) { Vector3 startPosition = new Vector3(Random.Range(-randomRange, randomRange), Random.Range(-randomRange, randomRange), 0.5f); if (Physics.Raycast(myTransform.TransformPoint(startPosition), myTransform.forward, out hit, GetComponent <Gun_Shoot>().range, layersToDamage)) { if (hit.transform.GetComponent <NPC_TakeDamage>() != null || hit.transform == GameManager_References._player.transform) { gunMaster.CallEventShotEnemy(hit, hit.transform); } else { gunMaster.CallEventShotDefault(hit, hit.transform); } } }