void Update() { if (cMisc.rPC == null) { Debug.Log("No player"); return; } if (Time.time - mGunD.mLastFireTmStmp > mGunD._fireInterval) { Debug.Log("Shoot grenade"); PJ_EN_PGrenade p = Instantiate(PF_Grenade, transform.position, transform.rotation); p.GetComponent <PJ_Base>().FShootAt(cMisc.rPC.transform.position, transform.position, gameObject); p.mGrenD.vDest = cMisc.rPC.transform.position; mGunD.mLastFireTmStmp = Time.time; } cMisc.FUpdateUI(); }
public void FHandleHitObj() { if (_TYPE == GRENADE_TYPE.PLASMA) { PJ_EN_PGrenade p = GetComponent <PJ_EN_PGrenade>(); if (p == null) { Debug.Log("Grenade is null, maybe wrong type?"); return; } p.FEnter_Landed(); } else if (_TYPE == GRENADE_TYPE.FRAG) { // bounce around a little, but maybe just actually stop or something. PJ_PC_FGren p = GetComponent <PJ_PC_FGren>(); if (p == null) { Debug.Log("Grenade null, maybe wrong type?"); return; } p.FEnter_Landed(); } }