Example #1
0
    // Use this for initialization
    void Start()
    {
        UnusedClubs.Add(StockClub_Iron);
        UnusedClubs.Add(StockClub_Putter);
        StockClub_Iron.SetActive(false);
        StockClub_Putter.SetActive(false);

        UnusedWeapons.Add(Rifle_Iron);
        UnusedWeapons.Add(Rifle_Putter);
        Rifle_Driver.SetActive(false);
        Rifle_Iron.SetActive(false);
        Rifle_Putter.SetActive(false);

        UnusedGolfClubs.Add(GolfClub_Iron);
        UnusedGolfClubs.Add(GolfClub_Putter);
        GolfClub_Driver.GetComponentInChildren <BoxCollider>().enabled = false;
        GolfClub_Iron.GetComponentInChildren <BoxCollider>().enabled   = false;
        GolfClub_Putter.GetComponentInChildren <BoxCollider>().enabled = false;
        GolfClub_Driver.SetActive(false);
        GolfClub_Iron.SetActive(false);
        GolfClub_Putter.SetActive(false);

        currentClub     = StockClub_Driver;
        currentWeapon   = Rifle_Driver;
        currentGolfClub = GolfClub_Driver;

        currentBulletState = BulletStates.DriverBullet;
    }
Example #2
0
 void ResetBullet()
 {
     Speed = startingSpeed;
     thisTransform.position = new Vector3(0, 0, -500);
     currentBulletState     = BulletStates.Ready;
     gameObject.SetActive(false);
 }
Example #3
0
    // Use this for initialization
    void Start()
    {
        PlayerManager       = GameObject.Find("SmallHuman_001");
        playerManagerScript = PlayerManager.GetComponent <Player_Manager>();

        Club_Driver = GameObject.Find("GolfClub_Driver_elbow");
        Club_Iron   = GameObject.Find("GolfClub_Iron_elbow");
        Club_Putter = GameObject.Find("GolfClub_Putter_elbow");

        Weapon_Driver = GameObject.Find("Weapon_Driver_elbow");
        Weapon_Iron   = GameObject.Find("Weapon_Iron_elbow");
        Weapon_Putter = GameObject.Find("Weapon_Putter_elbow");

        UnusedClubs.Add(Club_Iron);
        UnusedClubs.Add(Club_Putter);
        Club_Iron.SetActive(false);
        Club_Putter.SetActive(false);

        UnusedWeapons.Add(Weapon_Iron);
        UnusedWeapons.Add(Weapon_Putter);
        Weapon_Driver.SetActive(false);
        Weapon_Iron.SetActive(false);
        Weapon_Putter.SetActive(false);

        currentClub   = Club_Driver;
        currentWeapon = Weapon_Driver;

        currentBulletState = BulletStates.DriverBullet;
    }
Example #4
0
    //Putter
    public void SwitchToPutter()
    {
        currentClub     = StockClub_Putter;
        currentWeapon   = Rifle_Putter;
        currentGolfClub = GolfClub_Putter;

        UnusedClubs.Clear();
        UnusedClubs.Add(StockClub_Driver);
        UnusedClubs.Add(StockClub_Iron);

        UnusedWeapons.Clear();
        UnusedWeapons.Add(Rifle_Driver);
        UnusedWeapons.Add(Rifle_Iron);

        UnusedGolfClubs.Clear();
        UnusedGolfClubs.Add(GolfClub_Driver);
        UnusedGolfClubs.Add(GolfClub_Iron);

        currentBulletState = BulletStates.PutterBullet;
        //playerManagerScript.CurrentClubIsPutter();
    }
Example #5
0
 public void OnBecameInvisible()
 {
     currentBulletState = BulletStates.Reset;
 }
Example #6
0
    // Update is called once per frame
    void Update()
    {
        if (playerManagerScript.ShowCurrentPlayerState() == Player_Manager.PlayerStatus.Weapon)
        {
            currentWeapon.SetActive(true);
            Club_Driver.SetActive(false);
            Club_Iron.SetActive(false);
            Club_Putter.SetActive(false);
            foreach (GameObject unusedWeapon in UnusedWeapons)
            {
                unusedWeapon.SetActive(false);
            }

            if (Input.GetKeyDown("joystick button 5"))
            {
                Fire();
            }
        }

        if (playerManagerScript.ShowCurrentPlayerState() == Player_Manager.PlayerStatus.Vanilla)
        {
            currentClub.SetActive(true);
            Weapon_Driver.SetActive(false);
            Weapon_Iron.SetActive(false);
            Weapon_Putter.SetActive(false);
            foreach (GameObject unusedClub in UnusedClubs)
            {
                unusedClub.SetActive(false);
            }
        }

        //Driver
        if (Input.GetKeyDown("joystick button 2"))
        {
            currentClub   = Club_Driver;
            currentWeapon = Weapon_Driver;
            UnusedClubs.Clear();
            UnusedClubs.Add(Club_Iron);
            UnusedClubs.Add(Club_Putter);
            UnusedWeapons.Clear();
            UnusedWeapons.Add(Weapon_Iron);
            UnusedWeapons.Add(Weapon_Putter);
            currentBulletState = BulletStates.DriverBullet;
            playerManagerScript.CurrentClubIsDriver();
        }

        //Iron
        if (Input.GetKeyDown("joystick button 3"))
        {
            currentClub   = Club_Iron;
            currentWeapon = Weapon_Iron;
            UnusedClubs.Clear();
            UnusedClubs.Add(Club_Driver);
            UnusedClubs.Add(Club_Putter);
            UnusedWeapons.Clear();
            UnusedWeapons.Add(Weapon_Driver);
            UnusedWeapons.Add(Weapon_Putter);
            currentBulletState = BulletStates.IronBullet;
            playerManagerScript.CurrentClubIsIron();
        }

        //Putter
        if (Input.GetKeyDown("joystick button 1"))
        {
            currentClub   = Club_Putter;
            currentWeapon = Weapon_Putter;
            UnusedClubs.Clear();
            UnusedClubs.Add(Club_Driver);
            UnusedClubs.Add(Club_Iron);
            UnusedWeapons.Clear();
            UnusedWeapons.Add(Weapon_Driver);
            UnusedWeapons.Add(Weapon_Iron);
            currentBulletState = BulletStates.PutterBullet;
            playerManagerScript.CurrentClubIsPutter();
        }
    }