[SerializeField] GameObject[] guns;
AudioSource audioSource;
[SerializeField] AudioClip thrustingSound;
[SerializeField] AudioClip bulletsSound;
//bool thrusting = true;
private void Start()
{
audioSource = GetComponent<AudioSource>();
}
void Update ()
{
if (isControlEnabled)
{
ProcessTranslation();
ProcessRotation();
ProcessFiring();
if (!audioSource.isPlaying)
{
audioSource.PlayOneShot(thrustingSound, 0.7f);
}
}
}
private void ProcessFiring()
{
if (CrossPlatformInputManager.GetButton("Fire"))
{
SetGunsActive(true);
}
else
{
SetGunsActive(false);
}
}
void SetGunsActive(bool isActive)
{
foreach (GameObject gun in guns)
{
var emmitParticles = gun.GetComponent<ParticleSystem>().emission;
emmitParticles.enabled = isActive;
}
}
void PlayerDied() // string based method
{
isControlEnabled = false;
audioSource.Stop();
}
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