void Update() { if (myWeapon == null) { return; } if (Input.GetButton("Fire1")) { //If weapon is actually shot recoil is applied if (MyWeapon.TriggerDown()) { CheckHit(); ApplyRecoil(); } } else if (Input.GetButtonUp("Fire1")) { MyWeapon.TriggerUp(); } else if (Input.GetKeyDown(KeyCode.R)) { MyWeapon.Reload(); } HUDManagment.SetWeaponInfo(myWeapon.weaponName, (int)myWeapon.shotsInMag, (int)myWeapon.shotsTotal); HUDManagment.SetFireMode(myWeapon.singleShot ? FireMode.Single : FireMode.Automatic); HUDManagment.SetCrosshair(true); }
// Update is called once per frame void Update() { if (HUDTestEnabled) { if (testConnectionDisplayMain) { HUDManagment.SetConnectionStatus(connectionStatus); } if (testWeaponDisplayMain) { HUDManagment.SetWeaponInfo(weaponname, currentAmmo, maxAmmo); HUDManagment.SetFireMode(fireMode); } if (testHealthDisplayMain) { HUDManagment.SetPlayerInfo(playerName); HUDManagment.SetPlayerHealth(currentHealth); HUDManagment.SetPlayerArmor(currentAmour); HUDManagment.SetPlayerColor(playerColor); } } }