void HandleFire(Vector2 dir, Vector2 pos) { while (ready && currentClip > 0) { for (int i = 0; i < projectileCount; i++) { float xSpread = UnityEngine.Random.Range(-spread, spread); float ySpread = UnityEngine.Random.Range(-spread, spread); Vector2 adjustedDir = new Vector2(dir.x + xSpread, dir.y + ySpread); Bullet bullet = Instantiate(projectile, pos, Quaternion.identity).GetComponent <Bullet>(); bullet.direction = adjustedDir; _audio.PlayRandomClip(fireAudioClips); } Equippable.BeUsed(); UIManager.AddScreenshake(shakeDuration, shakeMagnitude); // currentClip -= 1; ready = false; } }
void TryFire() { Vector2 pos = PlayerInput.GetPlayerPos(); Vector2 dir = PlayerInput.GetMouseDirection(); if (ready && currentClip > 0) { for (int i = 0; i < projectileCount; i++) { // currentClip -= 1; float xSpread = UnityEngine.Random.Range(-spread, spread); float ySpread = UnityEngine.Random.Range(-spread, spread); Vector2 adjustedDir = new Vector2(dir.x + xSpread, dir.y + ySpread); Bullet bullet = Instantiate(projectile, pos, Quaternion.identity).GetComponent <Bullet>(); bullet.direction = adjustedDir; } UIManager.AddScreenshake(shakeDuration, shakeMagnitude); _audio.PlayRandomClip(fireAudioClips); ready = false; Equippable.BeUsed(); } }