public void Shoot(Vector3 mousePos) { if (game_start) { Vector3 wind = new Vector3(wind_directX, wind_directY, 0); action_manager.ArrowFly(arrow, wind, mousePos * 30); arrow = null; } }
public void Shoot(Vector3 force) { if (arrow != null) { arrow.GetComponent <Rigidbody>().isKinematic = false; action_manager.ArrowFly(arrow, wind, force); child_camera.GetComponent <ChildCamera>().StartShow(); arrow = null; CreateWind(); round++; } }
public void Shoot() { if ((!game_over || game_start) && arrow_num <= 10) { arrow = arrow_factory.GetArrow(); arrow_queue.Add(arrow); //wind direction Vector3 wind = new Vector3(wind_directX, wind_directY, 0); action_manager.ArrowFly(arrow, wind); //open the child camera when shoot child_camera.GetComponent <ChildCamera>().StartShow(); //reduce the arrow the player can shoot recorder.arrow_number--; //add arrow count in the sense arrow_num++; } }