void Shoot() { Vector3 direction = (transform.position - currentTarget.position).normalized; Projectile projectile = Instantiate(projectilePrefab, transform.position, Quaternion.identity); projectile.Initialize(currentTarget, projectileSpeed); pulse.Pulse(); SoundManager.main.PlaySound(SoundType.PlayerShoot); }
void TakeDamage() { health -= 1; animateShader.Pulse(); if (health <= 0) { health = 0; Die(); } SoundManager.main.PlaySound(SoundType.Hurt); }
void Shoot() { Debug.Log("Distance: " + Vector3.Distance(transform.position, target.position) + "(" + minShootDistance + ") -> " + name); if (Vector3.Distance(transform.position, target.position) < minShootDistance) { EnemyProjectile projectile = Instantiate(projectilePrefab); SoundManager.main.PlaySound(SoundType.EnemyShoot); projectile.transform.position = transform.position; projectile.Initialize(target, 5f); animateShader.Pulse(); } }