public void ResetAttackTimer(InputManager.InputActions action) { if (action != InputManager.InputActions.Reset) { return; } attackTimer = 1f; }
private void Shoot(InputManager.InputActions action) { if (action != InputManager.InputActions.Click) { return; } if (attackTimer % cooldown == 0 || lastShotTimer >= cooldown) { Projectile projectile = Instantiate(projectilePrefab, weapon.position, weapon.rotation) as Projectile; projectile.transform.rotation = new Quaternion(projectile.transform.rotation.x, projectile.transform.rotation.y, projectile.transform.rotation.z, projectile.transform.rotation.w); projectile.SetProjectileAttributes(projectile, baseData.DamageOutput, baseData.ProjectileSpeed, transform.tag); lastShotTimer = 0; ResetAttackTimer(InputManager.InputActions.Reset); } attackTimer += 1f; }