void OpenFire() { Physics.Raycast(camTransform.TransformPoint(startPos) + (camTransform.forward * 4), camTransform.forward, out hit, range); gunMaster.CallEventShotDefault(hit.point, hit.transform); if (hit.transform.CompareTag(GameManager_References._enemyTag)) { gunMaster.CallEventShotEnemy(hit.point, hit.transform); } }
void OpenFire() { //Debug.Log("Open Fire called"); if (Physics.Raycast(camTransform.TransformPoint(startPosition), camTransform.forward, out hit, range)) { if (hit.transform.GetComponent <NPC_TakeDamage>() != null) { gunMaster.CallEventShotEnemy(hit, hit.transform); } else { gunMaster.CallEventShotDefault(hit, hit.transform); } } }
void NpcFireGun(float randomness) { Vector3 startPosition = new Vector3(Random.Range(-randomness, randomness), Random.Range(-randomness, randomness), 0.5f); if (Physics.Raycast(myTransform.TransformPoint(startPosition), myTransform.forward, out hit, GetComponent <Gun_Shoot>().range, layersToDamage)) { if (hit.transform.GetComponent <NPC_TakeDamage>() != null || hit.transform == GameManager_References._player.transform) { gunMaster.CallEventShotEnemy(hit, hit.transform); } else { gunMaster.CallEventShotDefault(hit, hit.transform); } } }
void OpenFire() { //Debug.Log("Open Fire called"); if (Physics.Raycast(camTransform.TransformPoint(startPosition), camTransform.forward, out hit, range)) { //if (hit.transform.GetComponent<NPC_TakeDamage>() != null) not working yet if (hit.transform.CompareTag(GameManager_References._enemyTag)) { gunMaster.CallEventShotEnemy(hit, hit.transform); } else { gunMaster.CallEventShotDefault(hit, hit.transform); } } }