示例#1
0
    private void Update()
    {
        if (!this.is_in_storage)
        {
            if (is_in_storage == true)
            {
                return;
            }
            if (this.Is_Malfunctioning() && this.is_online && this.active)
            {
                if (target != null)
                {
                    //Left make the trurret target
                    target.range = this.Get_Calculated_Range();

                    target.TargetingRange(transform.position);
                    if (target.target_object != null)
                    {
                        UnityFunctions.LookAt2D(transform, target.target_object.transform, rotate_speed, Enums.enum_facing_direction.Up);
                    }
                }
                if (wepon_type == Enums.enum_wepon_type.beam)
                {
                    Fire_Beam();
                }
                else
                {
                    Fire_Blaster();
                }
            }
            UpdateUsage();
        }
    }
示例#2
0
 // Update is called once per frame
 private void Update()
 {
     TargetingRange(transform.position, fire_range);
     if (target_object != null)
     {
         UnityFunctions.LookAt2D(transform, target_object.transform, 2f, Enums.enum_facing_direction.Up);
         if (fireing == null)
         {
             fireing = StartCoroutine(FireConinuous());
         }
     }
     else
     {
         if (fireing != null)
         {
             StopCoroutine(fireing);
         }
     }
 }