void ReadKeyBoardInput(bool argAllowExtra)
    {
        if (isPlayerAllowedToUseStemInput)
        {
            if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                SelectPreviousGun();
            }
            if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                SelectNextGun();
            }

            if (Input.GetMouseButtonDown(0))
            {
                Fires_EquippedGun();
            }
            if (Input.GetMouseButtonUp(0))
            {
                FireStops_EquippedGun();
            }

            //disable laser from here instead of gun
            //if ((Input.GetKeyDown(KeyCode.UpArrow)) ){
            //if (argAllowExtra) _curEquippedIGun.ToggleLazerOnOff(); }

            if (Input.GetKeyDown(KeyCode.Z))
            {
                //Ejects_LoadedMag();
                StemKitMNGR.CALL_ResetGunAndMeter();
            }
        }
    }
 public void ResetWave()
 {
     StemKitMNGR.CALL_ResetGunAndMeter();
     if (GameIsNotOver_IcanmakeZombies)
     {
         GameManager.Instance.ResetWave();
         currentWave.GetComponent <WaveStandard>().ResetSpawnStates();
     }
 }
 //this was on a timer 5sec in wm the first time
 public void StartWave()
 {
     //   Debug.Log("3 waveSTD StartWave");
     GameManager.Instance.curgamestate = ARZState.WavePlay;
     StartCoroutine(ie_StartWaveTimer());
     FillAllSpawnpoints_onlyonStart();
     //  print(WaveGun.ToString() + " <--mu gun");
     StemKitMNGR.Call_GunSetChangeTo(WaveGun);
     StemKitMNGR.CALL_UpdateAvailableGUnIndex((int)WaveGun);
     StemKitMNGR.CALL_ResetGunAndMeter();
     StemKitMNGR.CALL_ToggleStemInput(true);
 }
    public void KeepPlaying()
    {
        GameIsNotOver_IcanmakeZombies = true;
        currentWave.GetComponent <WaveStandard>().ResetSpawnStates();
        isWaveLoaded = false;
        Destroy(currentWave);

        StemKitMNGR.CALL_ResetGunAndMeter();
        if (!GameSettings.Instance.IsGameLong)
        {
            currentWave  = Instantiate(ShortWaves[waveNum]);
            wave         = currentWave.GetComponent <IWave>();
            WS           = GetCurrWave();
            isWaveLoaded = true;

            TimerBehavior t = gameObject.AddComponent <TimerBehavior>();
            t.StartTimer(GameSettings.Instance.StartResetWaveIn, ResetWave);


            t = gameObject.AddComponent <TimerBehavior>();
            t.StartTimer(GameSettings.Instance.StartWaveAgain, WMStartWave);
        }
        else
        {
            currentWave  = Instantiate(waves[waveNum]);
            wave         = currentWave.GetComponent <IWave>();
            WS           = GetCurrWave();
            isWaveLoaded = true;

            TimerBehavior t = gameObject.AddComponent <TimerBehavior>();
            t.StartTimer(GameSettings.Instance.StartResetWaveIn, ResetWave);


            t = gameObject.AddComponent <TimerBehavior>();
            t.StartTimer(GameSettings.Instance.StartWaveAgain, WMStartWave);
        }
    }
 private void ContinueTheGame()
 {
     Time.timeScale = 1;
     GameManager.Instance.SignalGameContinue(true);//when stem hand ctrl hears it it will handle allow dissallow inout , in th is case, it will allow
     StemKitMNGR.CALL_ResetGunAndMeter();
 }
 void PauseTheGame()
 {
     Time.timeScale = 0;
     GameManager.Instance.SignalGamePause(false); //when stem hand ctrl hears it it will handle allow dissallow inout ,in th is case, it will DISSALLOW the user from pressing buttons
     StemKitMNGR.CALL_ResetGunAndMeter();
 }