private void Shoot(Vector3 bulletSpawnPos, Quaternion gunRotation, bulletPrefabs firedBullet, PhotonMessageInfo info) { if (firedBullet == bulletPrefabs.baseBullet) { GameObject bullet;//The bullet that will be created float lag = (float)(PhotonNetwork.Time - info.SentServerTime); FindObjectOfType <AudioManager>().Play("TankShot"); bullet = Instantiate(BulletPrefab, bulletSpawnPos, gunRotation) as GameObject; bullet.GetComponent <BulletMovement>().InitialiseBullet(this, Mathf.Abs(lag)); } else if (firedBullet == bulletPrefabs.specialBullet) { GameObject bullet;//The bullet that will be created float lag = (float)(PhotonNetwork.Time - info.SentServerTime); FindObjectOfType <AudioManager>().Play("TankShot"); bullet = Instantiate(SpecialBulletPrefab, bulletSpawnPos, gunRotation) as GameObject; bullet.GetComponent <BulletMovement>().InitialiseBullet(this, Mathf.Abs(lag)); } else { GameObject bullet;//The bullet that will be created float lag = (float)(PhotonNetwork.Time - info.SentServerTime); FindObjectOfType <AudioManager>().Play("TankShot"); bullet = Instantiate(BulletPrefab, bulletSpawnPos, gunRotation) as GameObject; bullet.GetComponent <BulletMovement>().InitialiseBullet(this, Mathf.Abs(lag)); } }
private void ChangeGun() { if (Input.GetKeyDown(KeyCode.Alpha1)) { currentBullet = bulletPrefabs.baseBullet; } if (Input.GetKeyDown(KeyCode.Alpha2)) { currentBullet = bulletPrefabs.specialBullet; } }