Ejemplo n.º 1
0
    private void Update()
    {
        if (Input.GetKeyDown("p"))
        {
            isshoot = !isshoot;
        }
        if (isshoot)
        {
            if (Input.GetKeyDown("1"))
            {
                isChanged   = true;
                weapenstate = Weapenstate.High;
            }
            else if (Input.GetKeyDown("2"))
            {
                isChanged   = true;
                weapenstate = Weapenstate.Middle;
            }
            else if (Input.GetKeyDown("3"))
            {
                isChanged   = true;
                weapenstate = Weapenstate.Low;
            }

            switch (weapenstate)
            {
            case Weapenstate.High:
                if (isChanged)
                {
                    BulletPool.Instance.DeleteObjects(BulletPool.Instance.bullets.Count);
                    if (BulletPool.Instance.Poolnum == 0)
                    {
                        isChanged = false;
                        isLoaded  = false;
                    }
                }

                if (!isLoaded)
                {
                    isLoaded = true;
                    BulletPool.Instance._Prefeb = Bullet_1;
                    BulletPool.Instance.AddObjects(4);
                }
                break;

            case Weapenstate.Middle:
                if (isChanged)
                {
                    BulletPool.Instance.DeleteObjects(BulletPool.Instance.bullets.Count);
                    if (BulletPool.Instance.Poolnum == 0)
                    {
                        isChanged = false;
                        isLoaded  = false;
                    }
                }
                if (!isLoaded)
                {
                    isLoaded = true;
                    BulletPool.Instance._Prefeb = Bullet_2;
                    BulletPool.Instance.AddObjects(4);
                }
                break;

            case Weapenstate.Low:
                if (isChanged)
                {
                    BulletPool.Instance.DeleteObjects(BulletPool.Instance.bullets.Count);
                    if (BulletPool.Instance.Poolnum == 0)
                    {
                        isChanged = false;
                        isLoaded  = false;
                    }
                }

                if (!isLoaded)
                {
                    isLoaded = true;
                    BulletPool.Instance._Prefeb = Bullet_3;
                    BulletPool.Instance.AddObjects(4);
                }
                break;

            default:
                break;
            }

            var CurrentBullet = BulletPool.Instance._Prefeb;

            if (!isChanged)
            {
                if (Input.GetButton("Fire1") && Time.time >= nextShootTime)
                {
                    nextShootTime = Time.time + 1f / CurrentBullet.ShootDelay.Value;
                    var bullet = BulletPool.Instance.Get();
                    bullet.transform.position = Gunpoint.transform.position;
                    foreach (Transform child in bullet.transform)
                    {
                        child.gameObject.SetActive(true);
                    }
                    //bullet.transform.GetChild(0).gameObject.SetActive(true);
                    bullet.gameObject.SetActive(true);

                    //  具体的射击调用在此---因为最初的枪的属性是根据这种判断时间来设置的
                    bullet.GetComponent <ShotGenericPooled>().Shoot();
                    //
                }
            }
        }
        else
        {
            weapenstate = Weapenstate.High;
        }
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown("p"))
        {
            isshoot = !isshoot;
        }
        if (isshoot)
        {
            _cShootUp = maincam.transform;

            if (Input.GetKeyDown("1"))
            {
                weapenstate   = Weapenstate.High;
                Currentbullet = bullet1;
            }
            else if (Input.GetKeyDown("2"))
            {
                weapenstate   = Weapenstate.Middle;
                Currentbullet = bullet2;
            }
            else if (Input.GetKeyDown("3"))
            {
                weapenstate   = Weapenstate.Low;
                Currentbullet = bullet3;
            }


            switch (weapenstate)
            {
            case Weapenstate.High:
                if (Input.GetButton("Fire1") && Time.time >= nextShootTime)
                {
                    nextShootTime = Time.time + 1f / Currentbullet.ShootDelay.Value;
                    Shoot();
                }
                break;

            case Weapenstate.Middle:
                if (Input.GetButton("Fire1") && Time.time >= nextShootTime)
                {
                    nextShootTime = Time.time + 1f / Currentbullet.ShootDelay.Value;
                    Shoot();
                }
                break;

            case Weapenstate.Low:

                _cShootUp = GameObject.FindWithTag("Player").transform;

                if (Input.GetButton("Fire1") && Time.time >= nextShootTime)
                {
                    nextShootTime = Time.time + 1f / Currentbullet.ShootDelay.Value;
                    Shoot();
                }
                break;

            default:
                break;
            }
        }
        else
        {
            weapenstate = Weapenstate.High;
        }
    }
Ejemplo n.º 3
0
 private void Start()
 {
     nextShootTime = 0;
     Gunpoint      = GameObject.Find("Gun");
     weapenstate   = Weapenstate.High;
 }