private void Update()
 {
     timeSinceLastShot += Time.deltaTime;
     mousePos           = cam.ScreenToWorldPoint(Input.mousePosition);
     if (Input.GetMouseButtonDown(0))
     {
         gun.Shoot();
         timeSinceLastShot = 0f;
     }
 }
Beispiel #2
0
    void HandleShooting()
    {
        // Shoot bullets
        bool holding = Input.GetButton("Shoot");
        bool click   = Input.GetButtonDown("Shoot");

        if ((holding && !gunController.GunStats.IsSemiAuto) || click)
        {
            gunController.Shoot();
            //if (gunController.BulletShot)
            //{
            //    SoundManager.PlaySound(Sounds.PlayerGunshot);
            //    events.FireEvent(new WeaponFired());
            //}
        }
    }
Beispiel #3
0
 void Update()
 {
     //if (Input.GetKeyDown(KeyCode.UpArrow)) Move(Vector2Int.up);
     //else if (Input.GetKeyDown(KeyCode.DownArrow)) Move(Vector2Int.down);
     if (Input.GetKeyDown(KeyCode.LeftArrow))
     {
         Move(Vector2Int.left);
     }
     else if (Input.GetKeyDown(KeyCode.RightArrow))
     {
         Move(Vector2Int.right);
     }
     else if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.RightControl))
     {
         gun.Shoot();
     }
 }
Beispiel #4
0
 void Update()
 {
     if (Input.GetButtonDown("Fire1"))
     {
         if (ammo > 0 && !waiting)
         {
             gun.Shoot();
             Shot();
             waiting = true;
         }
     }
     if (waiting && timer < shootTime)
     {
         timer += 1 * Time.deltaTime;
     }
     else
     {
         waiting = false;
         timer   = 0;
     }
 }
Beispiel #5
0
    // Update is called once per frame
    void Update()
    {
        playerMoving = false;
        if (Input.GetAxisRaw("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
        {
            //transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * currentMoveSpeed * Time.deltaTime, 0f , 0f));
            myRigidbody.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * currentMoveSpeed, myRigidbody.velocity.y);
            playerMoving         = true;
            lastMove             = new Vector2(Input.GetAxisRaw("Horizontal"), 0f);
        }

        if (Input.GetAxisRaw("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
        {
            //transform.Translate (new Vector3 (0f, Input.GetAxisRaw ("Vertical") * currentMoveSpeed * Time.deltaTime, 0f));
            myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, Input.GetAxisRaw("Vertical") * currentMoveSpeed);
            playerMoving         = true;
            lastMove             = new Vector2(0f, Input.GetAxisRaw("Vertical"));
        }

        if (Input.GetAxisRaw("Horizontal") < 0.5f && Input.GetAxisRaw("Horizontal") > -0.5f)
        {
            myRigidbody.velocity = new Vector2(0f, myRigidbody.velocity.y);
        }

        if (Input.GetAxisRaw("Vertical") < 0.5f && Input.GetAxisRaw("Vertical") > -0.5f)
        {
            myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, 0f);
        }


        if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f && Mathf.Abs(Input.GetAxisRaw("Vertical")) > 0.5f)
        {
            currentMoveSpeed = moveSpeed * 0.66f;
        }
        else
        {
            currentMoveSpeed = moveSpeed;
        }

        if (Input.GetButtonDown("Jump") && GameMaster.Instance.dash && Time.time - lastDash >= 0.5f)
        {
            Vector2 target    = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            Vector2 direction = target - new Vector2(transform.position.x, transform.position.y);
            dashScript.Dash(dashDistance, dashSpeed, direction.normalized, dashMask);
            lastDash = Time.time;
        }

        if (Input.GetButtonDown("Fire1"))
        {
            gunScript.Shoot();
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }


        anim.SetFloat("MoveX", Input.GetAxisRaw("Horizontal"));
        anim.SetFloat("MoveY", Input.GetAxisRaw("Vertical"));
        anim.SetBool("PlayerMoving", playerMoving);
        anim.SetFloat("LastMoveX", lastMove.x);
        anim.SetFloat("LastMoveY", lastMove.y);
    }