Beispiel #1
0
    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);
    }
Beispiel #2
0
 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);
 }