private void Update() { SetHealthAmount(player.GetHealthPct()); if (!weaponManager.isReloading) { SetAmmoAmount(weaponManager.GetCurrentWeapon().bullets, weaponManager.GetCurrentWeapon().maxBullets); } else { SetAmmoAmount(0, weaponManager.GetCurrentWeapon().maxBullets); } if (Input.GetKeyDown(KeyCode.Tab)) { scoreboard.SetActive(true); } else if (Input.GetKeyUp(KeyCode.Tab)) { scoreboard.SetActive(false); } if (Input.GetKeyDown(KeyCode.R) && !weaponManager.isReloading) { weaponManager.Reload(); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Fire1")) { if (manager) { manager.GetCurrentWeapon().PressTrigger(); } } else if (Input.GetButtonUp("Fire1")) { if (manager) { manager.GetCurrentWeapon().ReleaseTrigger(); } } else if (Input.GetKeyDown(KeyCode.R)) { if (manager) { manager.Reload(); } } else { foreach (var pair in keyMap) { if (Input.GetKeyDown(pair.Key)) { manager.SetCurrentWeapon(pair.Value); } } } }
// Update is called once per frame void Update() { if (PauseMenu.IsOn) { return; } currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } }
void Update() { SetFuelAmount(controller.GetThrusterFuelAmount()); SetHealthAmount(player.GetHealthPct()); if (weaponManager != null && weaponManager.GetCurrentWeapon() != null) { SetAmmoAmount(weaponManager.GetCurrentWeapon().bullets); } }
public void Upgrade() { int upgradeCost = weaponManager.GetCurrentWeapon().GetUpgradeCost(); if (PlayerStats.Money < upgradeCost) { Debug.Log("Not enought money to upgrade it"); } else { weaponManager.GetCurrentWeapon().UpgradeWeapon(); PlayerStats.Money -= upgradeCost; SetTarget(target); // refresh } }
void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { ShootWeapon(); } } else { if (Input.GetButtonDown("Fire1")) { //Repeatedly call X method, after Y wait time, at Z rate InvokeRepeating("ShootWeapon", 0f, (60f / currentWeapon.fireRate)); } else if (Input.GetButtonUp("Fire1")) { //Cancel calling of X method CancelInvoke("ShootWeapon"); } } }
void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.fireRate <= 0) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { //j InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { //when we let go of fire1 CancelInvoke("Shoot"); } } }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (PauseMenu.IsOn) { return; } if (currentWeapon.type == GameConstants.BASE_WEAPON) { UseBaseWeapon(); } else if (currentWeapon.type == GameConstants.TIME_STOP) { UseTimeStop(); } else if (currentWeapon.type == GameConstants.PHONE_GRENADE) { UsePhoneGrenade(); } else { UseWeapon(); } }
private void Update() { if (player.isLocalPlayer) { Vector3 newPosition = player.transform.position; newPosition.y = player.transform.position.y + 10; minimapCamera.transform.position = newPosition; } SetFuelAmount(controller.GetThrusterFuelAmount()); SetHealthAmount(player.GetHealthPct()); SetAmmoAmount(weaponManager.GetCurrentWeapon().bullets); if (Input.GetKeyDown(KeyCode.Escape)) { TogglePauseMenu(); } if (Input.GetKeyDown(KeyCode.Tab)) { scoreboard.SetActive(true); } else if (Input.GetKeyUp(KeyCode.Tab)) { scoreboard.SetActive(false); } }
void Update() { _currentWeapon = _weaponManager.GetCurrentWeapon(); if (_currentWeapon == null) { return; } if (_currentWeapon.fireRate <= 0) { if (Input.GetButtonDown("Fire1")) { Attack(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Attack", 0f, 1f / _currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Attack"); } } }
private void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.bullets < currentWeapon.maxBullets) { if (Input.GetButtonDown("Reload")) { weaponManager.Reload(); return; } } if (currentWeapon.fireRate <= 0.0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0.0f, 1.0f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } }
private void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (!GetComponent <PlayerController>().actMenu) { if (currentWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { GetComponent <PlayerController>().speed = GetComponent <PlayerController>().shootSpeed; InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { GetComponent <PlayerController>().speed = GetComponent <PlayerController>().normalSpeed; CancelInvoke("Shoot"); } } } if (GetComponent <PlayerController>().actMenu) { CancelInvoke("Shoot"); } }
// Update is called once per frame void Update() { _currentWeapon = _weaponManager.GetCurrentWeapon(); if (Input.GetButtonDown("Reload") && _currentWeapon.currentAmmo != _currentWeapon.maxAmmo) { _weaponManager.Reload(); return; } if (_currentWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0f, 1f / _currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke(nameof(Shoot)); } } }
// Update is called once per frame private void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); //offset = target.position - transform.position; //sqrDistance = offset.sqrMagnitude; //if (sqrDistance < sqrDetectionRange) //{ // agent.SetDestination(target.position); //} //stateCheckCD -= Time.deltaTime; //if(stateCheckCD <= 0) //{ // CheckState(); // stateCheckCD = Random.Range(0.2f,0.7f); //} //FaceTarget(); //currentWeapon = weaponManager.GetCurrentWeapon(); //// stop moving when in range //if (target.CompareTag("Player")) // agent.stoppingDistance = currentWeapon.range; //else // agent.stoppingDistance = 2; }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (!PauseMenu.isOn) { if (currentWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { accuracyDiv = 5; firstShot = true; InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } } else if (IsInvoking("Shoot")) { CancelInvoke("Shoot"); } }
public void WeaponChanged() { if (weaponManager != null) { Weapon tempWeapon = weaponManager.GetCurrentWeapon(); //we have no weapons if (tempWeapon == null) { weapon = null; return; } switch (tempWeapon.gameObject.name) { case ("AK47"): weapon = tempWeapon as AK47Script; break; case ("UMP45"): weapon = tempWeapon as UMP45Script; break; default: weapon = tempWeapon as AK47Script; break; } weapon.SetupWeapon(); currentAmmo = weapon.currentAmmo; sprayIndex = 0; } }
private void Update() { if (PauseMenu.isOn) { return; } currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon.fireRate <= 0) { if (Input.GetButtonDown("Fire1")) { //Debug.Log("Fire button pressed."); Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } }
void Update() { if (Input.GetKeyDown(KeyCode.T)) { CancelInvoke(); weaponManager.TogglePrimarySecondary(); } currentWeapon = weaponManager.GetCurrentWeapon(); //Regardless of *current* weapon type, //cancel any previously invoked fire() when releasing trigger if (Input.GetButtonUp("Fire1")) { CancelInvoke(); } else if (Input.GetButtonDown("Fire1")) { if (currentWeapon.CanAutoFire()) { InvokeRepeating("FireWeapon", 0.000001f, currentWeapon.fireDelay); } else { FireWeapon(); } } }
void Start() { time = 0; rb = GetComponent <Rigidbody>(); player = GameObject.Find(Character.PLAYER); Transform player_object_transform = player.transform.Find("front"); colliderPos = player_object_transform.position + player_object_transform.forward * 10f + new Vector3(0f, 3.2f, 0f); wm = player.GetComponent <WeaponManager>(); weapon = wm.GetCurrentWeapon(); if (weapon is GrenadeLauncher) //grenadelauncher { rb.velocity = (colliderPos - rb.position).normalized; speed = 2000; Destroy(gameObject, 5f); } else { rb.velocity = ((colliderPos - rb.position).normalized + AddNoiseOnAngle(-weapon.weapon_spread, weapon.weapon_spread)) * speed; //if(Vector3.Distance(gameObject.transform.position, colliderPos) < 1f) //{ // rb.velocity = player_object_transform.position + player_object_transform.forward * 10f + new Vector3(0f, 3.2f, 0f); //} rb.velocity = new Vector3(rb.velocity.x, 2.5f, rb.velocity.z); Destroy(gameObject, 1f); } rb.transform.rotation = Quaternion.LookRotation(rb.velocity); }
/// <summary> /// Handles shooting when firing /// </summary> void Update() { if (!isLocalPlayer) { return; } currentWeapon = weaponManager.GetCurrentWeapon(); if (currentWeapon != null) { if (currentWeapon.fireRate <= 0f && Input.GetButtonDown("Fire1")) { Shoot(); } else { // Rapid fire if (Input.GetButtonDown("Fire1") && !GameMenu.isOn) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); GetComponent <Animator>().SetBool("Fire", true); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); GetComponent <Animator>().SetBool("Fire", false); } } } }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (PauseMenu.isOn) { return; } if (currentWeapon == null) { return; } if (currentWeapon.fireRate <= 0) { //Debug.Log("Weapon found"); if (Input.GetButtonDown("Fire1")) { Shoot(); } } else { if (Input.GetButton("Fire1")) { Debug.Log("ffffffffffffffff"); InvokeRepeating("Shoot", 0f, currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } }
private void Update() { curWeapon = weaponManager.GetCurrentWeapon(); if (curWeapon.fireRate <= 0f) { if (Input.GetButtonDown("Fire1")) //make shoot via left click of the mouse { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { InvokeRepeating("Shoot", 0f, 1f / curWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } if (Input.GetKeyDown(KeyCode.K)) { CmdPlayerRayCast(); } }
// Check shooting. void Update() { // Get the current weapon from the WeaponManager. currentWeapon = weaponManager.GetCurrentWeapon(); // If the weapon is semi-automatic. if (currentWeapon.fireRate <= 0f) { // If the player pressed the Fire button. if (Input.GetButtonDown("Fire1")) { // Call method to the the shooting. Shoot(); } } else { // The weapon si full-auto! // If the player pressed the Fire button. if (Input.GetButtonDown("Fire1")) { // This will call the Shoot function, with a 0f delay and at (1/fireRate) intervals. InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } else if (Input.GetButtonUp("Fire1")) { // The player stopped pressing the fire button. CancelInvoke("Shoot"); } } }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (!isAllowedToShoot) { return; } if (currentWeapon.fireRate <= 0) { if (Input.GetButtonDown("Fire1") && !weaponManager.isReloading) { Shoot(); } } else { if (Input.GetButtonDown("Fire1") && !weaponManager.isReloading) { InvokeRepeating("Shoot", 0f, 1f / currentWeapon.fireRate); } if (Input.GetButtonUp("Fire1")) { CancelInvoke("Shoot"); } } if (Input.GetMouseButton(1)) // right click held { Focus(); } else { Unfocus(); } if (Input.GetKeyDown("r")) { TryToReload(); } if (currentWeapon.bullets <= 0) { TryToReload(); } }
public void OnPointerEnter(PointerEventData eventData) { weaponUP = weaponManager.GetCurrentWeapon().GetWeaponUpgrade(); damage.text = weaponUP.damage.ToString(); fireRate.text = weaponUP.fireRate.ToString(); maxBullets.text = weaponUP.maxBullets.ToString(); ui.SetActive(true); }
void Awake() { weaponManager = GetComponent <WeaponManager>(); if (weaponManager) { ChangeAnimationState(weaponManager.GetCurrentWeapon().GetAnimationString(), true); } }
void Start() { if (cam == null) { this.enabled = false; } weaponManager = GetComponent <WeaponManager>(); currentWeapon = weaponManager.GetCurrentWeapon(); EventManager.WeaponCheck += setCurrentWeapon; }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); if (Input.GetButtonDown("Fire1")) { Attack(); weaponManager.Attack(); } }
// Update is called once per frame void Update() { currentWeapon = weaponManager.GetCurrentWeapon(); ammo = currentWeapon.bullets; if (canShoot && Input.GetButtonDown("Fire1") && !playerMotor.zoom && !gameOver) { Shoot(); } }
private void Update() { SetFeulAmount(controller.GetThusterFuelAmount()); SetHealthAmount(player.GetHealthPct()); SetAmmoAmount(weaponManager.GetCurrentWeapon().bullets, weaponManager.GetCurrentWeapon().maxBullets); if (Input.GetKeyDown(KeyCode.Escape)) { TogglePauseMenu(); } if (Input.GetKeyDown(KeyCode.Tab)) { scoreboard.SetActive(true); } else if (Input.GetKeyUp(KeyCode.Tab)) { scoreboard.SetActive(false); } }