public float TryFireWeapon() { if (m_weaponAsset && Time.time > m_timeForNextFire) { m_weaponAsset.Fire(transform, m_faction); m_timeForNextFire = Time.time + m_weaponAsset.Interval(); } return(m_timeForNextFire); }
public void EquipNewWeapon(WeaponAsset weaponAsset) { m_weaponAsset = weaponAsset; if (m_weaponAsset) { m_weaponAsset.PoolAmmoAndFX(m_pool); m_timeForNextFire = m_weaponAsset.Interval(); m_isLoaded = true; } else { Debug.Log("no weapon asset to equip"); } }