void OnTriggerEnter(Collider other) { if (other.CompareTag("EnemyBullet")) { money.reduceBy(bulletDamage); } }
// Update is called once per frame void FixedUpdate() { // Subtract money when moving if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.D)) { movementCostDelay--; if (movementCostDelay <= 0) { movementCostDelay = 60; money.reduceBy(10); } } /* Player rotation is affecting movement * * RaycastHit hit; * Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); * * if (Physics.Raycast(ray, out hit, 100)) * { * transform.LookAt(new Vector3(hit.point.x, transform.position.y, hit.point.z)); * }*/ }
// Update is called once per frame void Update() { // Instantiate bullets, with cooldown if (isFiring) { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = timeBetweenShots; Bullet_Controller newBullet = Instantiate(bullet, firePoint.position, firePoint.rotation); newBullet.speed = bulletSpeed; money.reduceBy(bulletCost); } } else { shotCounter -= Time.deltaTime; if (shotCounter <= 0) { shotCounter = 0; } } }