public void Shoot(int AmmoType) { IsoController.SwitchWeapon(0); OnFiringStart?.Invoke(); BulletPool.Instance.Instantiate(AmmoType, IsoController.transform.position + SpawnBulletOffset, IsometricPlayerMovementController.lastWantedDirection.normalized); }
// Start is called before the first frame update void Start() { _uiManager = UIManager.Instance; _objectPooler = ObjectPooler.Instance; _animator = GetComponent <Animator>(); _playerController = GetComponent <IsoController>(); // Set initial fire value playerCurrentFire = startingFire; // Disable all input _playerController.movementEnabled = false; _playerController.mouseLookEnabled = false; _playerController.inputDisabled = true; }
public void Vacume(bool value) { circle.enabled = value; if (m_LastVacumValue != value) { m_LastVacumValue = value; if (value) { IsoController.SwitchWeapon(1); OnVacumStart?.Invoke(); IsoController.SlowDown(value); } else { IsoController.SlowDown(value); OnVacumEnd?.Invoke(); } } }