public void UseExplosive() { fireTime += Time.deltaTime; // time to fire if (fireTime > fireRate) { //Create projectile instance GameObject projectileGO = Instantiate(explosivePrefab, turretFirePoint.position, turretFirePoint.rotation); //Get the script from the bullet GameObject TurretProjectileManagerV3 projectile = projectileGO.GetComponent <TurretProjectileManagerV3>(); if (projectile != null) { projectile.Seek(turretTarget); } else { return; } turretAudioSource.clip = explosiveFire; turretAudioSource.Play(); //Create particle effect at turretFirePoint GameObject newMuzzleBlast = Instantiate(muzzleBlast, turretFirePoint.position, turretFirePoint.rotation); //Destroy the particle effect based on the turrets fireRate Destroy(newMuzzleBlast, fireRate); // reset fire time fireTime = 0.0f; } }
void OnEnable() { projectileRef = (TurretProjectileManagerV3)target; }