private void ShootTarget() { enemyTarget = enemyMain.EnemyTargeting.GetActiveTarget(); if (enemyTarget != null) { // Shoot! Vector3 targetPosition = enemyTarget.GetPosition(); SetStateAttacking(); aimAnims.ShootTarget(targetPosition, SetStateNormal); } }
private void ShootTarget() { enemyTarget = enemyMain.EnemyTargeting.GetActiveTarget(); if (enemyTarget != null) { // Shoot! Vector3 targetPosition = enemyTarget.GetPosition(); SetStateAttacking(); fireRate = FIRE_RATE; targetPosition += UtilsClass.GetRandomDir() * UnityEngine.Random.Range(-5f, 15f); aimAnims.ShootTarget(targetPosition, () => { }); } }