// Player private void OnTriggerStay(Collider other) { ActiveWeapon activeWeapon = other.gameObject.GetComponent <ActiveWeapon>(); if (activeWeapon && activeWeapon.PickupWeapon) { if (!activeWeapon.weapon) { RaycastWeapon newWeapon = Instantiate(weaponFab); activeWeapon.Equip(newWeapon); GameEvents.events.CallUpdateAmmo(); } if (activeWeapon.weapon.weaponName != weaponName) { RaycastWeapon newWeapon = Instantiate(weaponFab); activeWeapon.Equip(newWeapon); GameEvents.events.CallUpdateAmmo(); } if (activeWeapon.weapon.weaponName == weaponName) { activeWeapon.weapon.AddAmmo(amountToAdd); GameEvents.events.CallUpdateAmmoDelayed(0.05f); } GameEvents.events.CallUpdateAmmo(); Destroy(gameObject); } }
private void OnTriggerStay(Collider other) { if (other.tag == "Weapon") { if (Carrying) { ChangeWeaponText.gameObject.SetActive(true); ChangeWeaponText.text = "Aperte E para trocar de arma."; if (Input.GetKey(KeyCode.E)) { activeWeapon.weapon.transform.parent = null; Carrying = true; ChangeWeaponText.gameObject.SetActive(false); activeWeapon.Equip(other.gameObject.GetComponent <WeaponRaycast>()); } } else { ChangeWeaponText.gameObject.SetActive(true); ChangeWeaponText.text = "Aperte E para equipar a arma."; if (Input.GetKey(KeyCode.E)) { Carrying = true; ChangeWeaponText.gameObject.SetActive(false); activeWeapon.Equip(other.gameObject.GetComponent <WeaponRaycast>()); } } } }
private void OnTriggerStay(Collider other) { activeWeapon = other.gameObject.GetComponent <ActiveWeapon>(); if (activeWeapon && Input.GetButtonDown("Equip")) { RaycastWeapon newWeapon = Instantiate(weaponPrefab); activeWeapon.Equip(newWeapon); } }
private void OnTriggerEnter(Collider other) { ActiveWeapon activeWeapon = other.gameObject.GetComponent <ActiveWeapon>(); if (activeWeapon) { RaycastWeapon newWeapon = Instantiate(weaponPrefab); activeWeapon.Equip(newWeapon); } Destroy(gameObject); }
// public static int PickupCount = 0; //public static bool riflePicked = false; //public static bool pistolPicked = false; //public static int p_index = 0; //public static int r_index = 0; //int mistake = 0; //private void Awake() //{ // //PickupCount = 0; // //riflePicked = false; // //pistolPicked = false; //} //int PistolChecker(int temp) //{ // p_index += temp; // return p_index; //} //int RifleChecker(int temp) //{ // p_index += temp; // return p_index; //} #endregion private void OnTriggerEnter(Collider other) { ActiveWeapon activeWeapon = other.gameObject.GetComponent <ActiveWeapon>(); if (activeWeapon) { RaycastWeapon newWeapon = Instantiate(weaponFab); activeWeapon.Equip(newWeapon); #region Test 1 //if (PickupCount == 0) { PickupCount = 1; } //var currentWeaponName = weaponFab.weaponName; //Debug.Log(currentWeaponName + "<------->" + weaponFab.weaponName); //Debug.Log(PickupCount); //if (activeWeapon.activeWeaponIndex == 0) //{ // Debug.Log(PickupCount + "<------------"); // if (PickupCount < 2) { PickupCount += 1; } // else { return; } //} //else if (activeWeapon.activeWeaponIndex == 1) //{ // if (PickupCount < 2) { PickupCount += 1; } // else { return; } //} //else { return; } #endregion } //PISTOL IS 1 //RIFLE IS 0 #region Code4 //Debug.Log(activeWeapon.activeWeaponIndex); //if (activeWeapon.activeWeaponIndex == 1 && pistolPicked && mistake == 1) //{ // if (p_index == 1) // { // Debug.Log("mistake Corrected" + PickupCount + " pistol " + p_index); // //Debug.Log(p_index); // } //} //else if (activeWeapon.activeWeaponIndex == 0 && pistolPicked && PickupCount == 1) //{ // mistake += 1; // Debug.Log(PickupCount); // Debug.Log("Mistake pistole " + mistake); // int pistolCount = PistolChecker(1); // p_index += 1; // #region CHECKING CODE 2 // //GameObject pistol = GameObject.FindWithTag("Gun_P"); // //if (pistol != null && mistake == 1) // //{ // // int pistolCount = PistolChecker(1); // // //Debug.Log(PickupCount + "<------------ P Before " + pistolPicked); // // if (PickupCount <= 2) // // { // // if (pistolCount <= 1) // // { // // PickupCount += 1; // // } // // else // // { // // pistolCount -= 1; // // Debug.Log("Pistol in WeaponPickUp Already Exists"); // // } // // } // // Debug.Log(PickupCount + "<------------ P " + pistolPicked); // //} else { return; } // #endregion //} #endregion #region Testing //if (activeWeapon.activeWeaponIndex == 1 && riflePicked && r_index != 1) //{ // mistake += 1; // #region CHECKING 1 // //int rifleCount = RifleChecker(1); // //Debug.Log("--->>>>Rifle" + activeWeapon.activeWeaponIndex); // //Debug.Log(PickupCount + "<------------ RRRR Before " + riflePicked); // //if (PickupCount <= 2) // //{ // // if (rifleCount <= 1) // // { // // PickupCount += 1; // // } // // else // // { // // rifleCount -= 1; // // Debug.Log("Rifle in WeaponPickUp Already Exists"); // // } // //} // //Debug.Log(PickupCount + "<------------ RRRR " + riflePicked); // #endregion //} //else if (activeWeapon.activeWeaponIndex == 0 && riflePicked && r_index != 1 && mistake == 1) //{ // Debug.Log("Mistake rifle "); //} #endregion #region TESTING CODE //if ((pistolPicked == true)) //{ // if (p_index == 1) // { // //GlobalVariable.singleton.p_index += 1; // Debug.Log("-->>>>>>"+ p_index); // } // else { return; } // Debug.Log(PickupCount + "<------------ P Before " + pistolPicked); // if (PickupCount <= 2) { PickupCount += 1; } // else { return; } // Debug.Log(PickupCount + "<------------ P " + pistolPicked); //} //if ((riflePicked == true)) //{ // if (r_index == 1) // { // //GlobalVariable.singleton.r_index += 1; // Debug.Log("-->>>>>>" + r_index); // } //else { return; } // Debug.Log(PickupCount + "<------------ R Before" + riflePicked); // if (PickupCount <= 2) { PickupCount += 1; } // else { return; } // Debug.Log(PickupCount + "<------------ R " + riflePicked); //} //else { return; } #endregion }