Ejemplo n.º 1
0
    public void FireSpecialWeapon(float DT, bool IsFiringSpecial)
    {
        if (IsFiringSpecial)
        {
            CurrentSepcialWeapon = DesiredSpecialWeapon;
            switch (CurrentSepcialWeapon)
            {
            case "":

                break;

            case "ShotGun":
                ShotGun.Fire(DT, IsFiringSpecial);
                break;

            case "RPG":
                rocket.Fire(DT, IsFiringSpecial);
                break;

            case "Laser":
                Laser.Fire(IsFiringSpecial);
                break;
            }
        }
    }
Ejemplo n.º 2
0
    void Update()
    {
        if (Input.GetButtonUp("Cancel"))
        {
            SceneManager.LoadScene("MainMenu");
        }

        bool m1Down = Input.GetButton("Fire1");

        if (m1Down && gun)
        {
            gun.Fire();
        }

        UpdateRBGravity(m1Down);
        UpdateGunPositionAndRotation();

        if (Input.GetButtonDown("Fire2"))
        {
            PickUpGun(rl);
            UpdateGunPositionAndRotation();
            rl.Fire();
            PickUpGun(m4);
        }

        animator.SetFloat("speed", rb.velocity.x);
        lastHandSwitch += Time.deltaTime;
        lastDeathTime  += Time.deltaTime;
    }
Ejemplo n.º 3
0
    void Update()
    {
        if (!ship.free) //No firing guns if the game is paused or the round is over.
        {
            return;
        }

        if (Input.GetButton("Fire1"))
        {
            blaster.Fire();
        }

        if (Input.GetButton("Fire2") && rocketLauncher.ammo > 0)
        {
            rocketLauncher.Fire();
        }
    }
Ejemplo n.º 4
0
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case BossState.Targeting:
            TargetLogic();
            break;

        case BossState.LockedOn:
            LockedOnLogic();
            break;

        case BossState.Attacking:
            AttackingLogic();
            break;

        case BossState.Stuck:
            StuckLogic();
            break;

        case BossState.Shaking:
            ShakeLogic();
            break;

        case BossState.CoolingDown:
            CoolDownLogic();
            break;
        }
        if (state != BossState.Stuck && state != BossState.Shaking && _KockOff)
        {
            exitState();
            state = BossState.Shaking;
        }

        if (state != BossState.Stuck)
        {
            _rocketTimer += Time.deltaTime;
            if (_rocketTimer >= rocketCD)
            {
                _rocketTimer = 0;
                launcher.Fire(lockOnTarget);
            }
        }
        _playerOn = false;
    }