protected override void Shooting() { if (CurrentAmmo <= 0) { return; } if (!IsAllowShooting()) { return; } MuzzleParticle.Play(); CurrentAmmo -= 1; GunAnimator.Play("Fire", IsAiming ? 1 : 0, 0); FirearmsShootingAudioSource.clip = FirearmsAudioData.ShootingAudio; FirearmsShootingAudioSource.Play(); CreateBullet(); CasingParticle.Play(); if (mouseLook) { mouseLook.FiringForTest(); } LastFireTime = Time.time; }
protected override void Shooting() { if (CurrentAmmo <= 0) { return; } if (!IsAllowShooting()) { return; } MuzzleParticle.Play(); CurrentAmmo -= 1; GunAnimator.Play("Fire", 0, 0); CasingParticle.Play(); LastFireTime = Time.time; }
protected override void Shooting() { if (CurrentAmmo <= 0) { return; } if (!IsAllowShooting()) { return; } MuzzleParticle.Play(); CurrentAmmo -= 1; GunAnimator.Play(stateName: "Fire", layer: 0, normalizedTime: 0); CreateBullet(); CasingParticle.Play(); LastFireTime = Time.time; }