Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (playerState.IsShooting())
        {
            GameObject bulletInstance = null;
            if (playerState.IsMissleOn() && (playerInventory.HasNumMissles() || playerInventory.missleCount.text == "99"))
            {
                if (playerInventory.missleCount.text != "99")
                {
                    playerInventory.subtractMissles();
                }
                bulletInstance = GameObject.Instantiate(misslePrefab);
            }
            else if (playerInventory.HasLongShot() && !playerState.IsMissleOn())
            {
                bulletInstance = GameObject.Instantiate(longBulletPrefab);
            }
            else if (!playerState.IsMissleOn())
            {
                bulletInstance = GameObject.Instantiate(bulletPrefab);
            }

            if (playerState.IsLookingUp())
            {
                bulletInstance.transform.Rotate(Vector3.forward * 90);
                bulletInstance.transform.position = firingPositionUpward.position;
                bulletInstance.GetComponent <Rigidbody>().velocity = Vector3.up * firingSpeed;
            }
            else
            {
                bulletInstance.transform.position = firingPositionForward.position;
                if (playerDirection.IsFacingRight())
                {
                    bulletInstance.GetComponent <Rigidbody>().velocity = Vector3.right * firingSpeed;
                }
                else
                {
                    bulletInstance.GetComponent <SpriteRenderer>().flipX = true;
                    bulletInstance.GetComponent <Rigidbody>().velocity   = Vector3.left * firingSpeed;
                }
            }
        }
    }
Ejemplo n.º 2
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.X))
        {
            GameObject bulletInstance = GameObject.Instantiate(bulletPrefab);
            bulletInstance.name = "Bullet";

            bool lookUp    = playerDirection.IsLookingUp();
            bool faceRight = playerDirection.IsFacingRight();

            if (lookUp)
            {
                bulletInstance.transform.position = firingPositionUpward.position;
                bulletInstance.GetComponent <Rigidbody>().velocity = Vector3.up * firingSpeed;
            }
            else
            {
                bulletInstance.transform.position = firingPositionForward.position;
                if (faceRight)
                {
                    bulletInstance.GetComponent <Rigidbody>().velocity = Vector3.right * firingSpeed;
                }
                else
                {
                    bulletInstance.GetComponent <Rigidbody>().velocity = Vector3.left * firingSpeed;
                }
            }
        }

        if (ExistBullet())
        {
            StandAnimator?.SetBool("IsFiring", true);
        }
        else
        {
            StandAnimator?.SetBool("IsFiring", false);
        }
    }