using HurricaneVR.Framework.Weapons; using UnityEngine; namespace Zero { public class ExtGunShotgun : ExtGunBase { [Header("Shotgun Settings")] public int NumberOfPellets = 5; public float ShotRadius = 0.05f; [SerializeField] private ShotgunReload shotgunReload; protected override void Awake() { base.Awake(); Ammo = GetComponent(); } protected override bool CanFire() { return base.CanFire() && shotgunReload.IsPrepareToShoot; } protected override void OnFire(Vector3 direction) { for (int i = 0; i < NumberOfPellets; i++) { var xy = Random.insideUnitCircle * ShotRadius; var newDirection = direction + transform.TransformDirection(xy); FireBullet(newDirection); } } protected override void OnCockingHandleEjected() { base.OnCockingHandleEjected(); if (ChamberedCasing && ChamberedCasing.activeSelf) { EjectCasing(); } } } }