private int maxAmmo = 8; // Starting max ammo; void Awake() { ammo = maxAmmo; weapon = Gun.Weapon.Handgun; groundCheck = transform.Find("groundCheck"); //anim = GetComponent<Animator>(); }
void Start() { weapon = Gun.Weapon.Handgun; playerHealth.CurrentVal = GameManager.instance.currentHealth; playerShield.CurrentVal = GameManager.instance.shield; shieldImage = GameObject.Find("PlayerShield"); nukeCount = GameManager.instance.nukeCount; if (nukeCount > 1) { nukeCount = 1; } weaponImage = GameObject.Find("Weapon").GetComponent <WeaponImage>(); }
void Update() { CheckIfGameOver(); anim.SetBool("Grounded", grounded); anim.SetFloat("Speed", Mathf.Abs(rb2d.velocity.x)); if (GameManager.instance.currentLevel == 2) { weaponUnlock = 1; } else if (GameManager.instance.currentLevel == 3) { weaponUnlock = 2; } else if (GameManager.instance.currentLevel == 4) { weaponUnlock = 3; } else if (GameManager.instance.currentLevel == 5) { weaponUnlock = 4; } if (Input.GetButtonDown("Fire2")) { if ((int)weapon < weaponUnlock) { ++weapon; weaponImage.SetImage((int)weapon); } else { weapon = 0; weaponImage.SetImage((int)weapon); } } if (nukeCount > 0) { nuke.ShowNuke(); } else { nuke.HideNuke(); } if (Input.GetKeyDown(KeyCode.N) && nukeCount > 0 && SceneManager.GetActiveScene().name != "level0") { LaunchNuke(); } if (Input.GetAxis("Horizontal") < -0.1f) { transform.localScale = new Vector3(-1, 1, 1); } if (Input.GetAxis("Horizontal") > 0.1f) { transform.localScale = new Vector3(1, 1, 1); } if (Input.GetButtonDown("Jump") && grounded) { source.PlayOneShot(jumpSound); rb2d.AddForce(Vector2.up * jumpPower); } if (Input.GetKeyDown(KeyCode.Q) && GameManager.instance.godMode) { playerHealth.CurrentVal -= 10; GameManager.instance.currentHealth = playerHealth.CurrentVal; } if (Input.GetKeyDown(KeyCode.W) && GameManager.instance.godMode) { playerHealth.CurrentVal += 10; GameManager.instance.currentHealth = playerHealth.CurrentVal; } if (playerShield.CurrentVal > 0) { shieldImage.SetActive(true); } else { shieldImage.SetActive(false); } }