using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shooting : MonoBehaviour
{
public List<Transform> turretBarrel;
public GameObject round;
public float Reload = 1;
private bool CanShoot = true;
private Collider2D tankColliders;
private float currentDelay = 0;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Debug.Log("Shooting");
}
}
private void Awake()
{
tankColliders = GetComponentInParent<Collider2D>();
}
private void FixedUpdate()
{
if (CanShoot == false)
{
currentDelay -= Time.deltaTime;
if (currentDelay <= 0)
{
CanShoot = true;
}
}
}
public void Shoot()
{
if (CanShoot)
{
CanShoot = false;
currentDelay = Reload;
foreach (var barrel in turretBarrel)
{
GameObject bullet = Instantiate(round);
bullet.transform.position = barrel.position;
bullet.transform.localRotation = barrel.rotation;
bullet.GetComponent<Round>().Initialize();
foreach (var collider in tankColliders)
{
Physics2D.IgnoreCollision(round.GetComponent<Collider2D>(), collider);
}
}
}
}
}