protected void Fire() { // Play the proper sounds depending on the player's ammo if (ammo.HasAmmo(tag)) { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); // Play the fire animation GetComponentInChildren <Animator>().Play("Fire"); // Creates a ray along the camera's viewport with length of the range of the current weapon, checks if it hits anything and if it does, processes the hit Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit, range)) { processHit(hit.collider.gameObject); } } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } }
//method to fire gun protected void Fire() { //check if gun has ammo if (ammo.HasAmmo(tag)) { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } //play gun firing animation GetComponentInChildren <Animator>().Play("Fire"); //chcek if the shot hit Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit, range)) { ProcessHit(hit.collider.gameObject); } //Debug.DrawRay(transform.parent.position, ray.direction * range, Color.green, 2.0f); }
protected void Fire() { if (ammo.HasAmmo(tag)) { // Debug.Log("ammo " + tag + " = " + ammo.GetAmmo(tag)); AudioSource source = GetComponent <AudioSource>(); // GetComponent<AudioSource>().PlayOneShot(liveFire); if (!source.isPlaying) { source.clip = liveFire; source.Play(); } else { // Debug.LogError("ERRORRRR"); } ammo.ConsumeAmmo(tag); } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } GetComponentInChildren <Animator>().Play("Fire"); Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit, range)) { ProcessHit(hit.collider.gameObject); } }
protected void Fire() { if (ammo.HasAmmo(tag)) { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } GetComponentInChildren <Animator>().Play("Fire"); }
protected void Fire() { // Fetches the animation controller and tells it to play the "Fire" // animation. Checks if the player has any remaining ammunition, if so, play // the liveFire sound; otherwise, play dryFire sound. if (ammo.HasAmmo(tag)) { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } GetComponentInChildren <Animator>().Play("Fire"); }
protected void Fire() { if (ammo.HasAmmo(AmmoEquipper.activeAmmoType)) { GetComponent <AudioSource> ().PlayOneShot(liveFire); ammo.ConsumeAmmo(AmmoEquipper.activeAmmoType); GameObject bullet = Instantiate(equipper.GetActiveAmmo()); bullet.transform.position = firePosition.position; bullet.transform.rotation = firePosition.rotation; } else { GetComponent <AudioSource> ().PlayOneShot(dryFire); } GetComponentInChildren <Animator> ().Play("Fire"); }
protected void Fire() { if (ammo.HasAmmo(tag)) { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); } else { GetComponent <AudioSource>().PlayOneShot(dryFire); } GetComponentInChildren <Animator>().Play("Fire"); Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit, range)) { processHit(hit.collider.gameObject); } }
protected void Fire() { if (ammo.HasAmmo(tag)) // if gun has ammo will play fire sound { GetComponent <AudioSource>().PlayOneShot(liveFire); ammo.ConsumeAmmo(tag); } else // if out of ammo will play empty sound { GetComponent <AudioSource>().PlayOneShot(dryFire); } GetComponentInChildren <Animator>().Play("Fire"); // looks for the animator controller for pistol and plays fire animation Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit, range)) { processHit(hit.collider.gameObject); } }