// Start is called before the first frame update void Start() { ammoScript = GetComponent <ReloadScript>(); transform.position = initialPos.position; camera = Camera.main; }
// Update is called once per frame void Start() { ammoScript = GetComponent <ReloadScript>(); }
// Update is called once per frame void Update() { int previousSelectedWeapon = selectedWeapon; ReloadScript ammoScript = GetComponentInChildren <ReloadScript>(); weaponScript = GetComponentInChildren <UniversalWeaponScript>(); animator = gameObject.GetComponent <Animator>(); if (ammoScript != null) { if (ammoScript.reloading == false) { canChange = true; } else { canChange = false; } } if (weaponScript != null) { if (weaponScript.animator.GetCurrentAnimatorStateInfo(0).IsTag("Idle")) { canChange = true; } else { canChange = false; } } else { if (ammoScript == null) { canChange = true; } } if (Input.GetAxis("Mouse ScrollWheel") > 0f & (canChange)) { if (selectedWeapon >= transform.childCount - 1) { selectedWeapon = 0; } else { selectedWeapon++; } } if (Input.GetAxis("Mouse ScrollWheel") < 0f & (canChange)) { if (selectedWeapon <= 0) { selectedWeapon = transform.childCount - 1; } else { selectedWeapon--; } } if (previousSelectedWeapon != selectedWeapon) { SelectWeapon(); } animator.SetBool("RunAndGun", false); if (animator.GetBool("Running") && weaponScript != null) { if (weaponScript.animator.GetCurrentAnimatorStateInfo(0).IsTag("Shoot")) { animator.SetBool("RunAndGun", true); } } }