void ProximityCheck() { Debug.Log(player); player = GameObject.Find("Player").GetComponent <SelfDestruct>(); if (Vector3.Distance(player.transform.position, transform.position) < 4) { transform.LookAt(player.transform); weapon.Shoot(player.transform, 3); player.Execute(2.5f); } }
void Attack(UnitController[] targets, IPlayerControl owner) { List <Transform> trn = new List <Transform>(); for (int i = 0; i < targets.Length; i++) { owner.Damage(targets[i], order[index].damage / targets.Length); trn.Add(targets[i].transform); Debug.Log(order[index].name + " aims at " + targets[i].name); } if (trn.Count > 0) { FireWeapon fire = order[index].GetComponent <FireWeapon>(); //fire.onDone = ()=>NextCombatant(); fire.Shoot(trn.ToArray(), 3); LeanTween.delayedCall(gameObject, 3, () => NextCombatant()); } else { NextCombatant(); Debug.Log(order[index].name + " has no targets in range"); } }
private void OnShoot() { muzzleFlash.Play(); fire.Shoot(); AudioManager.Instance.PlaySoundEffect(SoundEffect.Shoot); }