void Awake() { nailBullet = nailPrefab.GetComponent <NailBullet>(); if (nailBullet == null) { throw new UnassignedReferenceException("wrong type of bullet assigned to Pistol"); } }
public override void Attack() { if (automated || (equipped && !delayed)) { //currently not being affected by players position NailBullet b = Instantiate(nailPrefab, bulletSpawn.position, bulletSpawn.rotation).GetComponent <NailBullet>(); //**ADD CALCUATION FOR BULLET DIRECTION*** if (pointingRight) { b.SetIntialVelocity(new Vector3(b.bulletSpeed, 0, 0)); } else { b.SetIntialVelocity(new Vector3(b.bulletSpeed, 0, 0)); } delayed = true; StartCoroutine(Delay(shotDelay)); } }