Ejemplo n.º 1
0
    // Add ammo to the players inventory when collision is detected
    public override void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            Debug.Log("Ammo gained");

            PlayerManager.instance.PlayersInventory += amount;
            ammoUI.UpdateAmmoUI();

            AudioManager.instance.Play("AmmoPickup");

            Destroy(gameObject); // Destory the object once picked up
        }
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && PlayerManager.instance.PlayersInventory > 0) // Fire1 is default button for Unity
        {
            nextTimeToFire = Time.time + 1f / fireRate;                                                             // Greater the fire rate the less time between shots
            Shoot();

            // Accessing the bullet class method
            bullet.CreateBullet();

            // Pushing the bullet in a direction by the bulletFowardForce variable
            bullet.TempRigidBody.AddForce(transform.right * bullet.BulletFowardForce);

            // Decrease the ammo
            PlayerManager.instance.PlayersInventory--;

            // Decrease the ammoUI
            ammoUI.UpdateAmmoUI();
        }
        else if (Input.GetButtonDown("Fire1") && PlayerManager.instance.PlayersInventory <= 0)
        {
            AudioManager.instance.Play("DryFire");
        }
    }
Ejemplo n.º 3
0
 /// <summary>
 /// Consome uma municao e atualiza o valor na UI
 /// </summary>
 public void SpendAmmo()
 {
     loadedAmmo -= 1;
     ammoUI.UpdateAmmoUI(loadedAmmo, extraAmmo);
 }