private void debugInput() { if (Input.GetKeyDown(KeyCode.Backspace)) { stats.resources += 1000; hud.updateResourceText(); } if (Input.GetKeyDown(KeyCode.Q)) { pickupKeyDown = true; //pickup key pressed } if (Input.GetKeyUp(KeyCode.Q)) { pickupKeyDown = false; //pickup key released } if (Input.GetKeyDown(KeyCode.E)) { resKeyDown = true; //scrap for cash key down } if (Input.GetKeyUp(KeyCode.E)) { resKeyDown = false; //scrap for cash key released } if (Input.GetKeyDown(KeyCode.U)) { if (stats.resources > 100) { stats.resources -= 100; hud.updateResourceText(); cSlice.shoot(projectile, this.gameObject.transform.position, this.gameObject.transform.forward, this.gameObject.transform.rotation, true); //shoot something } else { Debug.Log("100 resources needed to shoot"); } } }
void Update() { if (active) { if (deathTime < Time.time) { Destroy(gameObject); //goodbye cruel world } thrusters.transform.Rotate(new Vector3(0, 200, 0) * Time.deltaTime); //rotate the thrusters if (target != null) { transform.LookAt(target.transform.position); cSlice.shoot(projectile, this.gameObject.transform.position, this.gameObject.transform.forward, this.gameObject.transform.rotation, true); } } }
void firingState() { //Initialize the state if I'm just now entering. if (currentState != TurretState.FIRING) { framesInState = 0; timeInState = 0.0f; if (debugMode) { Debug.Log("Entered firing State"); } currentState = TurretState.FIRING; return; } else { cSlice.shoot(projectile, barrel.gameObject.transform.position, barrel.gameObject.transform.forward, barrel.gameObject.transform.rotation, false); coolingState(); return; } }