void MuzzleBang(Transform Muzzle) { if (AmmoManager.checkAlias(fireEffectAlias)) { Instantiate(AmmoManager.getHit(fireEffectAlias).gameObject, Muzzle.position, Muzzle.rotation); } }
void Hit(Collider other) { other.SendMessageUpwards("BulletHit", this, SendMessageOptions.DontRequireReceiver); if (AmmoManager.checkAlias(hitEffectAlias)) { Instantiate(AmmoManager.getHit(hitEffectAlias).gameObject, transform.position, transform.rotation); } status = bulletState.hit; //alt kinetic force if (impactForce > 0) { if (other.GetComponentInParent <Rigidbody>()) { other.GetComponentInParent <Rigidbody>().AddForceAtPosition(impactForce * GetComponentInParent <Rigidbody>().velocity, transform.position); } } }
private void OnValidate() { fireEffect = AmmoManager.getHit(fireEffectAlias); hitEffect = AmmoManager.getHit(hitEffectAlias); }