// Use this for initialization
 void Start()
 {
     playerhealth = player.GetComponent <PlayerHealth>();
     gun          = guntest.GetComponent <Gun>();
     ammo1        = weapons[0].GetComponent <AMMOTEST>();
     ammo2        = weapons[1].GetComponent <AMMOTEST>();
     ammo3        = weapons[2].GetComponent <AMMOTEST>();
     buffer       = 1;
     SelectWeapon(1);
 }
Example #2
0
    // Update is called once per frame

    //Shoot and play particle effects on click
    void Update()
    {
        guntest      = GameObject.FindGameObjectWithTag("Gun");
        test         = guntest.GetComponent <AMMOTEST>();
        timer       += Time.deltaTime;
        gunParticles = GetComponentInChildren <ParticleSystem>();

        if (Input.GetButtonDown("Fire1") && reloading != true && timer >= weapons[currentWeapon].timeBetweenBullets && swap != true && test.currentAmmo > 0 && currentWeapon == 0 && pistollock == true)
        {
            if (test.currentAmmo > 0)
            {
                Shoot();
                anim.SetTrigger("shoot_pistol");
            }

            if (test.currentAmmo == 0)
            {
                Reload();
            }
        }
        if (Input.GetButton("Fire1") && reloading != true && timer >= weapons[currentWeapon].timeBetweenBullets && swap != true && test.currentAmmo > 0 && currentWeapon == 1)
        {
            if (test.currentAmmo > 0)
            {
                Shoot();
                anim.SetTrigger("uzi_shoot");
            }
            if (test.currentAmmo == 0)
            {
                Reload();
            }
        }
        if (Input.GetButton("Fire1") && reloading != true && timer >= weapons[currentWeapon].timeBetweenBullets && swap != true && test.currentAmmo > 0 && currentWeapon == 2 && riflelock == true)
        {
            if (test.currentAmmo > 0)
            {
                Shoot();
                anim.SetTrigger("rifle_shoot");
            }
            if (test.currentAmmo == 0)
            {
                Reload();
            }
        }

        if (timer >= weapons[currentWeapon].timeBetweenBullets * effectsDisplayTime)
        {
            DisableEffects();
        }

        if (Input.GetButtonDown("Reload") && test.currentAmmo != weapons[currentWeapon].maxClip)
        {
            Reload();
        }

        if (reloading != true && Input.GetButtonDown("Primary Weapon") && pistollock == true && currentWeapon != 0)
        {
            myAudioSource.Stop();
            StartCoroutine(Swap());
            currentWeapon = 0;
        }

        if (reloading != true && Input.GetButtonDown("Secondary Weapon") && currentWeapon != 1)
        {
            myAudioSource.Stop();
            StartCoroutine(Swap());
            currentWeapon = 1;
        }
        if (reloading != true && Input.GetKeyDown(KeyCode.Alpha3) && riflelock == true && currentWeapon != 2)
        {
            myAudioSource.Stop();
            StartCoroutine(Swap());
            currentWeapon = 2;
        }
        Debug.Log(currentWeapon);
        text.text = test.currentAmmo + " / " + test.totalAmmo;
    }