// by callback way void OnWandChange(ThreeGlassesWand.Wand pack) { // you can also get the wand struct info here // must bind ThreeGlassesWandBind script // it is same as the get version which is in the Update function. just a sample if (useType == UseType.UseCallback && inputType == InputType.RightWand) { float intensity = pack.triggerProcess; mat.SetColor("_Color", new Color(intensity, intensity, intensity, 1)); // create a bullet currRate += Time.deltaTime; if (currRate > fireRate) { currRate -= fireRate; if (pack.GetKey(InputKey.WandTriggerStrong)) { GameObject bullet = GameObject.CreatePrimitive((PrimitiveType)bulletType); bullet.transform.position = firePos.position; bullet.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); Rigidbody rb = bullet.AddComponent <Rigidbody>(); rb.AddForce(transform.forward * bulletSpeed, ForceMode.VelocityChange); Destroy(bullet, 10.0f); } } } }
void OnWandChange(ThreeGlassesWand.Wand pack) { // you can also get the wand struct info here // must bind ThreeGlassesWandBind script ThreeGlassesUtils.Log("wand=" + pack); }