Пример #1
0
    public virtual void Shoot(Vector3 aimPosition, bool applyHipfirePrecision = false)
    {
        if (isShooting)
        {
            return;
        }
        if (rWeapon.ammoCount > 0)
        {
            var _aimPos = applyHipfirePrecision ? aimPosition + HipFirePrecision(aimPosition) : aimPosition;
            rWeapon.ShootEffect(_aimPos, transform);

            if (applyRecoilToCamera)
            {
                var recoilHorizontal = Random.Range(rWeapon.recoilLeft, rWeapon.recoilRight);
                var recoilUp         = Random.Range(0, rWeapon.recoilUp);
                StartCoroutine(Recoil(recoilHorizontal, recoilUp));
            }

            if (useAmmoDisplay && !ammoDisplay)
            {
                ammoDisplay = FindObjectOfType <vAmmoDisplay>();
            }
            if (useAmmoDisplay && ammoDisplay)
            {
                ammoDisplay.UpdateDisplay(string.Format("{0} / {1}", rWeapon.ammoCount, totalAmmo), rWeapon.ammoID);
            }
        }
        else
        {
            rWeapon.EmptyClipEffect();
        }
        currentShotTime = rWeapon.shootFrequency;
    }
Пример #2
0
 public virtual void Shoot(Vector3 aimPosition)
 {
     if (rWeapon.ammoCount > 0)
     {
         shotting = true;
         rWeapon.ShootEffect(aimPosition, transform);
         if (applyRecoilToCamera)
         {
             var recoilHorizontal = Random.Range(rWeapon.recoilLeft, rWeapon.recoilRight);
             var recoilUp         = Random.Range(0, rWeapon.recoilUp);
             StartCoroutine(Recoil(recoilHorizontal, recoilUp));
         }
         if (animator)
         {
             animator.SetTrigger("Shoot");
         }
         StartCoroutine(ResetShot(rWeapon.shootFrequency));
         if (useAmmoDisplay && !ammoDisplay)
         {
             ammoDisplay = FindObjectOfType <vAmmoDisplay>();
         }
         if (useAmmoDisplay && ammoDisplay)
         {
             ammoDisplay.UpdateDisplay(string.Format("{0} / {1}", rWeapon.ammoCount, totalAmmo), rWeapon.ammoID);
         }
     }
     else
     {
         shotting = true;
         rWeapon.EmptyClipEffect();
         StartCoroutine(ResetShot(rWeapon.shootFrequency));
     }
 }