// Update is called once per frame void Update() { if (go) { velocity = speed; //TODO: smooth ramp up/ ramp down if (Input.GetAxis("Boost") > 0) { gunController.AddEnergy(-1 * boostDrain * Time.deltaTime); velocity *= boostMult; boostAnimator.SetBool("isBoosting", true); if (engineImpulse != null) { engineImpulse.GenerateImpulse(); } } else { boostAnimator.SetBool("isBoosting", false); } this.transform.position += Time.deltaTime * velocity * this.transform.forward; } this.transform.LookAt(targetObject.transform); }
private void OnTriggerEnter(Collider other) { var damage = other.GetComponentInChildren <DealsDamage>(); if (damage != null) { gun.AddEnergy(energyAdd); particles.Emit(1); audioSource.Play(); } }