Laser Squad [Day 32] – Firing weapons

Today I implemented the logic for firing a weapon for a specific fire mode. Again, the unit must have a equipped weapon in inventory. Each weapon has also different fire modes (auto, snap, aim, throw), so the player must choose one from a list. The whole feature is not completed yet, because the actual calculations where the bullet is going are not done. It shouldn’t be so tricky to implement that part either, but I must leave it for another day.

 

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