private void FireUpdate() { if (_audioManager != null) { _audioManager.Play("Laser"); } if (_ammoDisplay != null) { _ammoDisplay.UpdateAmmo(); } GameEvents.current.LaserFired(); }
protected override void Shoot() { // Point the projectile at the cursor. var forward = _camera.forward; var position = _camera.position; var ray = new Ray(position, forward); TargetPoint = position + forward * 100; var layerMask = LayerMask.GetMask("Player"); if (Physics.Raycast(ray, out var hit, 100f, layerMask)) { TargetPoint = hit.point; } // Update the ammo ui. _ammoDisplay.UpdateAmmo(Inventory.GetAmmo()); base.Shoot(); }
public override void ReloadFinish() { base.ReloadFinish(); _ammoDisplay.UpdateAmmo(Inventory.GetAmmo()); }