Beispiel #1
0
    void Start()
    {
        positionCrosshair = new Rect((Screen.width - crossHair.width) / 2, (Screen.height - crossHair.height) / 2, crossHair.width, crossHair.height);

        bulletPrefab.GetComponent <Rigidbody>();

        ammoPistol = spawnCountAmmoPistol;
        ammoRifle  = spawnCountAmmoRifle;

        currentGun = CurrentWeapon.pistol;
        polKursor  = menuAlive.game;

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;
    }
Beispiel #2
0
    /// <summary>
    /// Standart method in Unity, launched at the start of the script
    /// </summary>
    void Start()
    {
        _animator = GetComponent <Animator>();

        positionCrosshair = new Rect((Screen.width - crossHair.width) / 2, (Screen.height - crossHair.height) / 2, crossHair.width, crossHair.height);

        polKursor = menuAlive.game;

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;

        if (listGun.Length != 0)
        {
            currentGun = listGun[0];
            listGun[0].SetActive(true);
            listGun[1].SetActive(false);
        }
    }
Beispiel #3
0
 public void activeSettings()
 {
     if (Input.GetKeyDown(KeyCode.Escape) && polKursor == menuAlive.game)
     {
         Cursor.lockState = CursorLockMode.None;
         Cursor.visible   = true;
         gameObject.GetComponent <MouseLook>().enabled = false;
         gameObject.GetComponent <FPSInput>().enabled  = false;
         mainCamera.GetComponent <MouseLook>().enabled = false;
         polKursor = menuAlive.setting;
     }
     else if (Input.GetKeyDown(KeyCode.Escape) && polKursor == menuAlive.setting)
     {
         Cursor.lockState = CursorLockMode.Locked;
         Cursor.visible   = false;
         gameObject.GetComponent <MouseLook>().enabled = true;
         gameObject.GetComponent <FPSInput>().enabled  = true;
         mainCamera.GetComponent <MouseLook>().enabled = true;
         polKursor = menuAlive.game;
     }
 }