// Update is called once per frame void Update() { if (check.allowShooting) { count += Input.GetAxisRaw("Mouse ScrollWheel") * 10; if (count >= 0.5f) { active += 1; count = 0; ui.Check(); } if (count <= -0.5f) { active -= 1; count = 0; ui.Check(); } if (active == -1) { active = check.weaponAmount; ui.Check(); } if (active == check.weaponAmount + 1) { active = 0; ui.Check(); } //CrystalStorm if (active == check.crystalStormSlot) { if (Input.GetAxisRaw("Fire") == 1) { if (energyScript.energy >= stormEnergy) { stormFireSpeed += Time.deltaTime; if (stormFireSpeed >= 0.1) { GameObject g = Instantiate(stormCrystal, transform.position, transform.rotation); Destroy(g, 0.7f); stormFireSpeed = 0; energyScript.energy -= stormEnergy; } } } } //FragGrenade if (active == check.fragSlot) { if (Input.GetAxisRaw("Fire") == 1) { if (energyScript.energy >= explodeEnergy) { explosionSpeed += Time.deltaTime; if (explosionSpeed >= 0.8f) { GameObject g = Instantiate(explodeCrystal, transform.position, transform.rotation); Destroy(g, 8); explosionSpeed = 0; energyScript.energy -= explodeEnergy; } } } } //Shotgun if (active == check.shotgunSlot) { if (shotgunAllowShoot == false) { shotgunFireSpeed += Time.deltaTime; } if (Input.GetAxisRaw("Fire") == 1) { if (energyScript.energy >= shotgunEnergy) { if (shotgunAllowShoot == true) { shotgunAllowShoot = false; if (shotgunFireSpeed <= 0.02f) { GameObject s1 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s1, 1); GameObject s2 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s2, 1); GameObject s3 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s3, 1); GameObject s4 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s4, 1); GameObject s5 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s5, 1); GameObject s6 = Instantiate(shotgunShard, transform.position, transform.rotation); Destroy(s6, 1); energyScript.energy -= shotgunEnergy; } } } if (shotgunFireSpeed >= 0.8f) { shotgunFireSpeed = 0; shotgunAllowShoot = true; } } } //SMG if (active == check.smgSlot) { if (Input.GetAxisRaw("Fire") == 1) { if (energyScript.energy >= smgEnergy) { smgSpeed += Time.deltaTime; if (smgSpeed >= 0.05f) { GameObject g = Instantiate(smgBullet, transform.position, transform.rotation); Destroy(g, 3); smgSpeed = 0; energyScript.energy -= smgEnergy; } } } } //Pistol if (active == 0) { if (Input.GetAxisRaw("Fire") == 1) { pistolSpeed += Time.deltaTime; if (pistolSpeed >= 0.3f) { if (energyScript.energy >= pistolEnergy) { GameObject g = Instantiate(pistolBullet, transform.position, transform.rotation); Destroy(g, 3); pistolSpeed = 0; energyScript.energy -= pistolEnergy; } } } if (Input.GetButtonDown("Fire1")) { if (energyScript.energy >= pistolEnergy) { pistolShoot = true; GameObject g = Instantiate(smgBullet, transform.position, transform.rotation); Destroy(g, 3); energyScript.energy -= pistolEnergy; } } if (Input.GetButtonUp("Fire1")) { pistolShoot = false; pistolSpeed = 0; } } //Missle if (active == check.missleSlot) { if (Input.GetAxisRaw("Fire") == 1) { if (energyScript.energy >= missleEnergy) { missleSpeed += Time.deltaTime; if (missleSpeed >= 0.8f) { missleSpeed = 0; GameObject g = Instantiate(missle, transform.position, transform.rotation); Destroy(g, 8); energyScript.energy -= missleEnergy; } } } } } }