public void shootType23() { shotCounter -= Time.deltaTime; if (isFiring) { if (shotCounter <= 0) { source.PlayOneShot(shootSound); shotCounter = btimeBetweenShots; ShotMovement newBullet1 = Instantiate(shotType2, gsTransform3_1.position, gsTransform3_1.rotation) as ShotMovement; ShotMovement newBullet2 = Instantiate(shotType2, gsTransform3_2.position, gsTransform3_2.rotation) as ShotMovement; ShotMovement newBullet3 = Instantiate(shotType2, gsTransform3_3.position, gsTransform3_3.rotation) as ShotMovement; ShotMovement newBullet4 = Instantiate(shotType2, gsTransform3_4.position, gsTransform3_4.rotation) as ShotMovement; ShotMovement newBullet5 = Instantiate(shotType2, gsTransform3_5.position, gsTransform3_5.rotation) as ShotMovement; ShotMovement newBullet6 = Instantiate(shotType2, gsTransform3_6.position, gsTransform3_6.rotation) as ShotMovement; newBullet1.damageToGive = ggunDMG; newBullet1.speed = gshotSpeed; newBullet2.damageToGive = ggunDMG; newBullet2.speed = gshotSpeed; newBullet3.damageToGive = ggunDMG; newBullet3.speed = gshotSpeed; newBullet4.damageToGive = ggunDMG; newBullet4.speed = gshotSpeed; newBullet5.damageToGive = ggunDMG; newBullet5.speed = gshotSpeed; newBullet6.damageToGive = ggunDMG; newBullet6.speed = gshotSpeed; } } }
//++++++++++++++++++++++++++++++++++++++++++++++++++++ SHOT TYPE 1 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ public void shootType11() { shotCounter -= Time.deltaTime; if (isFiring) { if (shotCounter <= 0) { source.PlayOneShot(shootSound); shotCounter = btimeBetweenShots; ShotMovement newBullet = Instantiate(shotType1, rsTransform1.position, rsTransform1.rotation) as ShotMovement; newBullet.damageToGive = bgunDMG; newBullet.speed = bshotSpeed; } } }
public void shootType24() { shotCounter -= Time.deltaTime; if (isFiring) { if (shotCounter <= 0) { source.Play(); shotCounter = btimeBetweenShots; ShotMovement newBullet1 = Instantiate(shotType2, gsTransform4_1.position, gsTransform4_1.rotation) as ShotMovement; ShotMovement newBullet2 = Instantiate(shotType2, gsTransform4_2.position, gsTransform4_2.rotation) as ShotMovement; ShotMovement newBullet3 = Instantiate(shotType2, gsTransform4_3.position, gsTransform4_3.rotation) as ShotMovement; ShotMovement newBullet4 = Instantiate(shotType2, gsTransform4_4.position, gsTransform4_4.rotation) as ShotMovement; ShotMovement newBullet5 = Instantiate(shotType2, gsTransform4_5.position, gsTransform4_5.rotation) as ShotMovement; ShotMovement newBullet6 = Instantiate(shotType2, gsTransform4_6.position, gsTransform4_6.rotation) as ShotMovement; ShotMovement newBullet7 = Instantiate(shotType2, gsTransform4_7.position, gsTransform4_7.rotation) as ShotMovement; ShotMovement newBullet8 = Instantiate(shotType2, gsTransform4_8.position, gsTransform4_8.rotation) as ShotMovement; ShotMovement newBullet9 = Instantiate(shotType2, gsTransform4_9.position, gsTransform4_9.rotation) as ShotMovement; newBullet1.damageToGive = ggunDMG; newBullet1.speed = gshotSpeed; newBullet2.damageToGive = ggunDMG; newBullet2.speed = gshotSpeed; newBullet3.damageToGive = ggunDMG; newBullet3.speed = gshotSpeed; newBullet4.damageToGive = ggunDMG; newBullet4.speed = gshotSpeed; newBullet5.damageToGive = ggunDMG; newBullet5.speed = gshotSpeed; newBullet6.damageToGive = ggunDMG; newBullet6.speed = gshotSpeed; newBullet7.damageToGive = ggunDMG; newBullet7.speed = gshotSpeed; newBullet8.damageToGive = ggunDMG; newBullet8.speed = gshotSpeed; newBullet9.damageToGive = ggunDMG; newBullet9.speed = gshotSpeed; } } }