private void Update() { if (_fire_rate == 0) { PlayerController.animator.SetBool("IsShooting", false); if (InputR.ButtonDown("Fire1")) { @base.Shoot(_firePoint, _rb2, transform, _force, layer, knockBack, BulletTrailPrefab, HitParticlesPrefab, MuzzleFlashPrefab); _shotsFired++; PlayerController.animator.SetBool("IsShooting", true); } } else { PlayerController.animator.SetBool("IsShooting", false); if (InputR.Button("Fire1")) { if (Time.time > _timeToFire) { _timeToFire = Time.time + 1 / (float)_fire_rate; @base.Shoot(_firePoint, _rb2, transform, _force, layer, knockBack, BulletTrailPrefab, HitParticlesPrefab, MuzzleFlashPrefab); _shotsFired++; } PlayerController.animator.SetBool("IsShooting", true); } } Transform body = GameObject.FindGameObjectWithTag("Body").transform; @base.UpdateAimController(cam, body); }
private void Update() { if (reloading) { return; } if (InputR.GetKeyDown(Base.Keyboard.R)) { // print("Reload"); StartCoroutine(Reload()); concreateCreator.audio.PlayOneShot(reloadClip); reloading = true; } if (shotsFired >= clipSize) { StartCoroutine(Reload()); particle.emissionRate = 0f; reloading = true; return; } if (fireRate == 0) { Band.animator.SetBool("Shot", false); concreateCreator.audio.Stop(); particle.emissionRate = 0f; if (InputR.ButtonDown("Fire1")) { Hit(); shotsFired++; particle.emissionRate = 1; // Debug.Log(shotsFired); Band.animator.SetBool("Shot", true); } } else { particle.emissionRate = 0f; Band.animator.SetBool("Shot", false); // I am shooting any thing if (InputR.Button("Fire1")) { if (Time.time > timeToFire) { timeToFire = Time.time + 1 / (float)fireRate; shotsFired++; Hit(); concreateCreator.audio.PlayOneShot(clip); } particle.emissionRate = fireRate; Band.animator.SetBool("Shot", true); } } @base.UpdateAimController(cam, transform); }
public void Shoot(Transform transform, Rigidbody rigidbody, float speed) { Vector2 vector = Camera.main.ScreenToWorldPoint(Input.mousePosition); //float angle = Mathf.Atan2(vector.y - transform.position.y, vector.x - transform.position.x) * 180 / Mathf.PI; var vectorMouse = new Vector2(vector.x - transform.position.x, vector.y - transform.position.y).normalized; if (InputR.GetMouseButtonDown(Shot.shot)) { GameObject ob = MonoBehaviour.Instantiate(rigidbody.gameObject, transform.position, Quaternion.identity); Rigidbody rb = ob.GetComponent <Rigidbody>(); rb.AddForce(vectorMouse * speed, ForceMode.Impulse); MonoBehaviour.Destroy(ob, .9f); } }
private void FixedUpdate() { rb.MovePosition(rb.position + Base.getVector * speedl * Time.fixedDeltaTime); Vector2 direction = mouseCtrl - rb.position; float angle = Mathf.Atan2(mouseCtrl.x, mouseCtrl.y) * Mathf.Rad2Deg; rb.rotation = -angle; if (InputR.Button("Fire1")) { // UI your walk controller turn on -> set rb.MovePosition(rb.position + mouseCtrl * slow * Time.fixedDeltaTime); } }
public void SetKeyboard(Transform transform, float speed) { if (InputR.GetKey(Keyboard.D)) { Run(Move.rigth, 0, transform, speed); MonoBehaviour.print("Rigth->"); } else if (InputR.GetKey(Keyboard.A)) { Run(Move.left, 0, transform, -speed); MonoBehaviour.print("<-Left"); } else if (InputR.GetKeyUp(Keyboard.W)) { Run(0, Jump.up, transform, 100f); MonoBehaviour.print("Up"); } else if (InputR.GetKeyDown(Keyboard.S)) { Run(0, Jump.down, transform, 100f); MonoBehaviour.print("Down"); } }