Ejemplo n.º 1
0
 public override void Start()
 {
     FakePrefabHooks.Init();
     ItemBuilder.Init();
     BasicGun.Add();
     ETGModConsole.Log("shit", false);
 }
Ejemplo n.º 2
0
 private void Awake()
 {
     inputs = new InputMaster();
     pm     = FindObjectOfType <PlayerMoveMent>();
     bg     = FindObjectOfType <BasicGun>();
     pc     = FindObjectOfType <PauseController>();
 }
Ejemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        hit            = false;
        controller     = GetComponent <CharacterController>();
        playerVelocity = new Vector3(0, 0, 0);
        gun            = GetComponentInChildren <BasicGun>();

        hurtSound = GetComponent <AudioSource>();
    }
Ejemplo n.º 4
0
 public PlayerComponents(GameObject r, int n, int h)
 {
     Reference = r;
     Rb        = r.GetComponent <Rigidbody2D>();
     Number    = n;
     Health    = h;
     Chaser    = r.GetComponent <ChaserMovement>();
     Leader    = r.GetComponent <LeaderMovement>();
     Gun       = r.GetComponent <BasicGun>();
 }
Ejemplo n.º 5
0
    void PickupNewGun(GameObject gun)
    {
        BasicGun gunData = gun.GetComponent <BasicGun>();

        bullet          = gunData.bullet;
        speed           = gunData.speed;
        CoolDown        = gunData.CoolDown;
        MAX_PITCH       = gunData.maxPitch;
        MIN_PITCH       = gunData.minPitch;
        PITCH_CYCLE_MAX = gunData.pitchCycleSize;
        pitchChangeDir  = gunData.pitchChangeDir;
        AS.clip         = gunData.bullet.GetComponent <BulletDespawn>().AC;
        currentPitch    = MAX_PITCH;
        Destroy(currentGun);
        currentGun = Instantiate(gun, transform.position, Quaternion.identity);
        currentGun.transform.parent = gameObject.transform;
        currentGun.GetComponent <BasicGun> ().gunActive = true;
    }
Ejemplo n.º 6
0
 public void AddGun(GunType type)
 {
     if (!_guns.ContainsKey(type))
     {
         if (type == GunType.BasicGun)
         {
             _guns[type] = new BasicGun();
         }
         else if (type == GunType.ShotGun)
         {
             _guns[type] = new ShotGun();
         }
         else
         {
             _guns[type] = new Rifle();
         }
     }
     _guns[type].IncreaseBullets();
     _guns[type].PlayerGun = this;
 }
    void Update()
    {
        Cursor.visible = false;
        if (!gameOver)
        {
            if (activeGun.isInputForShooting() && activeGun.HasBullets() && !activeGun.isReloading())
            {
                activeGun.ManageShootBullets();
                activeGun.UpdateBulletCount();
            }

            if ((Input.GetKeyDown(ReloadKey) && !activeGun.isReloading() && !activeGun.IsFullyCharged()) ||
                !activeGun.HasBullets())
            {
                activeGun.Reload();
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(CarryFirstGunKey))
            {
                activeGun.gameObject.SetActive(false);
                activeGun = guns [0];
                activeGun.gameObject.SetActive(true);
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(CarrySecondGunKey))
            {
                activeGun.gameObject.SetActive(false);
                activeGun = guns [1];
                activeGun.gameObject.SetActive(true);
                activeGun.UpdateBulletCount();
            }

            if (Input.GetKeyDown(InteractKey) && HasInteractiveObject())
            {
                interactiveObject.Interact();
            }
        }
    }
Ejemplo n.º 8
0
 private void OnPlayerSpawned(Notification note)
 {
     currentGun = FindObjectOfType <BasicGun> ();
 }
    void Update()
    {
        Cursor.visible = false;
        if (!gameOver) {
            if (activeGun.isInputForShooting () && activeGun.HasBullets () && !activeGun.isReloading ()) {
                activeGun.ManageShootBullets ();
                activeGun.UpdateBulletCount ();
            }

            if ((Input.GetKeyDown (ReloadKey) && !activeGun.isReloading () && !activeGun.IsFullyCharged ())
                || !activeGun.HasBullets ()) {
                activeGun.Reload ();
                activeGun.UpdateBulletCount ();
            }

            if (Input.GetKeyDown (CarryFirstGunKey)) {
                activeGun.gameObject.SetActive (false);
                activeGun = guns [0];
                activeGun.gameObject.SetActive (true);
                activeGun.UpdateBulletCount ();
            }

            if (Input.GetKeyDown (CarrySecondGunKey)) {
                activeGun.gameObject.SetActive (false);
                activeGun = guns [1];
                activeGun.gameObject.SetActive (true);
                activeGun.UpdateBulletCount ();
            }

            if (Input.GetKeyDown (InteractKey) && HasInteractiveObject ()) {
                interactiveObject.Interact ();
            }
        }
    }
 void Start()
 {
     activeGun = guns [0];
     activeGun.gameObject.SetActive (true);
 }
 void Start()
 {
     activeGun = guns [0];
     activeGun.gameObject.SetActive(true);
 }