void Fire(Vector3 fireDirection) { StartCoroutine(Cooldown(activeWeapon.GetFireDelay())); activeWeapon.Fire(fireDirection, playerCamera); OnFire.Invoke(); sfx.PlayRandomAudioOneshot(activeWeapon.gunshotSFX, 0.7f, 1f, 0.9f, 1.1f); }
private void Shoot() { var isFired = _currentWeapon.Fire(); if (isFired) { if (isCrouching) { animController.Shoot(false); } else { animController.Shoot(true); } _currentHandWeapon.Shoot(); // check hit combatController.CheckHit(_camera); } }