void OnTriggerStay2D(Collider2D coll) { //Debug.Log ("Collision"); if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1)) { //code to add weapon to player Debug.Log("Player picked up: " + name); if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotugn); //added one handed //Destroy (this.gameObject); this.gameObject.SetActive(false); } else if (coll.gameObject.tag == "Enemy" && coll.gameObject.GetComponent <EnemyWeaponController>().getCur() == null) //New for tut 7 { Debug.Log("Enemy picked up: " + name); EnemyWeaponController ewc = coll.gameObject.GetComponent <EnemyWeaponController> (); ewc.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotugn); //added one handed //Destroy (this.gameObject); this.gameObject.SetActive(false); } }
private void OnTriggerStay2D(Collider2D coll) { if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1)) { if (weaponAttack.getCur() != null) { weaponAttack.dropWeapon(); } weaponAttack.setWeapon(this.gameObject, name, fireRate, gun); this.gameObject.SetActive(false); } }
void OnTriggerStay2D(Collider2D coll) { if (coll.gameObject.tag == "player" && isPlayerOut == true) { if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, weaponName, fireRate, gun); this.gameObject.SetActive(false); isPlayerOut = false; } }
void OnTriggerStay2D(Collider2D coll) { Debug.Log("collision"); if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1)) { Debug.Log("Player Picked up: " + weaponName); if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, weaponName); this.gameObject.SetActive(false); } }
void OnTriggerStay2D(Collider2D coll) { Debug.Log("Collision"); if (coll.gameObject.tag == "Player" && Input.GetKey(KeyCode.LeftShift)) { Debug.Log("Player picked up: " + name); if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, name, fireRate, gun, onehanded); //Destroy game object this.gameObject.SetActive(false); } }
void OnTriggerStay2D(Collider2D coll) { if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1)) //right mouse button to pickup the weapon //code to add weapon to player { Debug.Log("Player picked up:" + name2); //if player already has a weapon it will drop the current weapon if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, name2, fireRate, gun, oneHanded); //passing the name of sprite, firerate, attacking script (gun,meelee, shotgun) // DESTROY THIS GAMEOBJECT this.gameObject.SetActive(false); } }
void OnTriggerStay2D(Collider2D coll) { Debug.Log("Collision"); if (coll.gameObject.tag == "Player" && Input.GetMouseButtonDown(1)) { Debug.Log("Player picke up:" + name); if (wa.getCur() != null) { wa.dropWeapon(); } wa.setWeapon(this.gameObject, name, fireRate, gun, oneHanded, shotgun); this.gameObject.SetActive(false); } else if (coll.gameObject.tag == "Enemy" && coll.gameObject.GetComponent <EnemyWeponContoller>().getCur() == null) { Debug.Log("Enemy picked up " + name); EnemyWeponContoller ewc = coll.gameObject.GetComponent <EnemyWeponContoller>(); ewc.setWeapon(this.gameObject, name, fireRate, gun, oneHanded); this.gameObject.SetActive(false); } }