// Update is called once per frame void Update() { if (GameObject.FindGameObjectsWithTag("Enemy").Length == 0) { return; } else { target = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Transform>(); Vector3 xpos = new Vector3(target.position.x, 1, 1f); transform.position = Vector3.Lerp(transform.position, xpos, 0.1f); } if (Reloaded == true) { shoot.Play(); GameObject TempoBullet; TempoBullet = Instantiate(Bullet, Emitter.transform.position, Emitter.transform.rotation) as GameObject; TempoBullet.transform.Rotate(Vector3.left * 0); Rigidbody TempoRigidBody; TempoRigidBody = TempoBullet.GetComponent <Rigidbody>(); TempoRigidBody.AddForce(transform.forward * BulletSpeed); Destroy(TempoBullet, 1.0f); StartCoroutine(Reload()); GetComponent <CameraShaker>().shouldShake = true; } }
public IEnumerator Shoot() { shootenemy.Play(); GameObject TempoBullet; TempoBullet = Instantiate(Bullet, Emitter.transform.position, Emitter.transform.rotation) as GameObject; TempoBullet.transform.Rotate(Vector3.left * 0); Rigidbody TempoRigidBody; TempoRigidBody = TempoBullet.GetComponent <Rigidbody>(); TempoRigidBody.AddForce(transform.forward * BulletSpeed * -1); Destroy(TempoBullet, 4.0f); yield return(new WaitForSeconds(ShootTime)); CanShoot = true; }
void Update() { transform.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 10f)); if (Input.GetButton("Fire1") && AbleToShoot == true) { if (Reloaded == true) { shoot.Play(); GetComponent <CameraShaker>().shouldShake = true; GameObject TempoBullet; TempoBullet = Instantiate(Bullet, Emitter.transform.position, Emitter.transform.rotation) as GameObject; TempoBullet.transform.Rotate(Vector3.left * 0); Rigidbody TempoRigidBody; TempoRigidBody = TempoBullet.GetComponent <Rigidbody>(); TempoRigidBody.AddForce(transform.forward * BulletSpeed); Destroy(TempoBullet, 1.0f); StartCoroutine(Reload()); } } else if (Input.GetButton("Fire2") && AbleToShoot == true) { if (Reloaded2 == true) { middle.Play(); GetComponent <CameraShaker>().shouldShake = true; GameObject TempoBullet2; TempoBullet2 = Instantiate(Bullet2, Emitter.transform.position, Emitter.transform.rotation) as GameObject; TempoBullet2.transform.Rotate(Vector3.left * 0); Rigidbody TempoRigidBody; TempoRigidBody = TempoBullet2.GetComponent <Rigidbody>(); TempoRigidBody.AddForce(transform.forward * BulletSpeed2); Destroy(TempoBullet2, 1.0f); StartCoroutine(Reload2()); } } else if (Input.GetButtonDown("Fire3") && Grenaded == true && AbleToShoot == true) { mine.Play(); GetComponent <CameraShaker>().shouldShake = true; ThrowGrenade(); StartCoroutine(GrenadeReload()); } }