void Shoot(GamerController mainGameController, CharacterObject currentPlayer, int currentPlayerIndex, int opponentIndex) { // This is the ray which will hit the target RaycastHit hit; // This is for the effect of shooting muzzleFlash.Play(); AudioClip clip = gunshot.clip; gunshot.PlayOneShot(clip); // Updates the stamina of the player mainGameController.UpdateEnergy(0.5f); // This condition is true only when we have hit something with our ray if (Physics.Raycast(this.gameObject.transform.position, this.gameObject.transform.forward, out hit, Range)) { if (hit.transform.tag == "Player") { // This causes damage mainGameController.TakeDamage(opponentIndex); } } else { //Debug.Log("We didn't hit anything but we fired !!!"); } }
// Update is called once per frame void Update() { if (CrossPlatformInputManager.GetButtonDown("CannonShoot")) { GameObject cannon = gameObject.transform.parent.gameObject; if (cannon.name.Equals("Cannon" + Cannons.cannonSelected)) { ShootCannon(); GamerController mainGameController = GetGameController(); // Updates the stamina of the player mainGameController.UpdateEnergy(40f); } } }
// Update is called once per frame void Update() { if (CrossPlatformInputManager.GetButtonDown("Fire")) { /*GamerController mainGameController = GetGameController(); * int currentPlayerIndex = mainGameController.GetCurrentPlayerIndex(); * * Debug.Log("Here we have index:"+currentPlayerIndex);*/ GamerController mainGameController = GetGameController(); CharacterObject currentObject = mainGameController.GetCurrentCharacterObject(); // Fire only when both are originating from the same object if (/*canFireCheck(currentObject) && */ currentObject.weaponName.Equals("Grenade")) { currentObject.charActions.Attack(); ThrowGrenade(); mainGameController.UpdateEnergy(20f); } } }