// fonction appelée lorsque l'arme de la tour est activée
public override void Shoot()
{
if (Time.time - timeLastShoot > frequency)
{
isShooting = true;
timeLastShoot = Time.time;
if (projectilePoolReady.Count > 0)
{
go = (GameObject)projectilePoolReady[0];
go.SetActive(true);
goRigidBody = go.GetComponent(typeof(Rigidbody)) as Rigidbody;
goRigidBody.isKinematic = false;
goRigidBody.AddForce(shootFromTransform.transform.forward * force, ForceMode.Impulse);
bullet = go.GetComponent(typeof(ProjectileCannon)) as ProjectileCannon;
bullet.shooter = shootFromTransform;
bullet.target = null;
bullet.Shoot();
projectilePoolReady.RemoveAt(0);
projectilePoolActive.Add(go);
}
}
else
{
isShooting = false;
}
}