// Use this for initialization
//	void Start () {
//
//	}

    void OnEnable()
    {
        instance = this;
        //		windvalue = 1;
        // verificar se exixte vento ou não
        if (GameObject.Find("Terrain").GetComponent <TurnWindOnOff> ().estadoVento)
        {
            windSet = 1;
        }
        if (!GameObject.Find("Terrain").GetComponent <TurnWindOnOff> ().estadoVento)
        {
            windSet = 0;
        }
        Debug.Log("WindSet está a: " + windSet);

        if (windSet == 0)
        {
            rigidB          = GetComponent <Rigidbody> ();
            rigidB.velocity = Vector3.zero;
            ApplyForce();
        }
        if (windSet == 1)
        {
            rigidB          = GetComponent <Rigidbody> ();
            rigidB.velocity = Vector3.zero;
            ApplyForce();
            ArrowWind();
        }
    }
Example #2
0
    void ShootLogic()
    {
        if (numberOfArrow > 0)
        {
            if (pullAmount > 100)
            {
                pullAmount = 100;
            }

            SkinnedMeshRenderer _bowSkin         = bow.transform.GetComponent <SkinnedMeshRenderer>();
            SkinnedMeshRenderer _arrowSkin       = arrow.transform.GetComponent <SkinnedMeshRenderer>();
            Rigidbody           _arrowRigidB     = arrow.transform.GetComponent <Rigidbody>();
            ProjectileAddForce  _arrowProjectile = arrow.transform.GetComponent <ProjectileAddForce>();
            //string sound play
            if (Input.GetMouseButtonDown(0))
            {
                stringSound.Play();
            }
            if (Input.GetMouseButton(0))
            {
                pullAmount += Time.deltaTime * pullSpeed;
                //to stop string sound
                if (pullAmount >= 100)
                {
                    stringSound.Stop();
                }
            }

            if (Input.GetMouseButtonUp(0))
            {
                //firesound when mouse button is up
                fireSound.Play();
                //when arrow is released
                stringSound.Stop();
                arrowSlotted             = false;
                _arrowRigidB.isKinematic = false;
                arrow.transform.parent   = null;
                //  _arrowProjectile.enabled = true;
                _arrowProjectile.shootForce = _arrowProjectile.shootForce * ((pullAmount / 300) + 0.5f);
                numberOfArrow -= 1;

                pullAmount = 0;

                _arrowProjectile.enabled = true;
            }
            _bowSkin.SetBlendShapeWeight(0, pullAmount);
            _arrowSkin.SetBlendShapeWeight(0, pullAmount);
            // _arrowProjectile.enabled = true;
            if (Input.GetMouseButtonDown(0) && arrowSlotted == false)
            {
                SpawnArrow();
            }
        }

        else
        {
            gameOver.text = "Game Over";
        }
    }
    void ShootLogic()
    {
        if (numberOfArrows > 0)
        {
            if (pullAmount > 100)
            {
                pullAmount = 100;
            }

            SkinnedMeshRenderer _bowSkin         = bow.transform.GetComponent <SkinnedMeshRenderer>();
            SkinnedMeshRenderer _arrowSkin       = arrow.transform.GetComponent <SkinnedMeshRenderer>();
            Rigidbody           _arrowRigidB     = arrow.transform.GetComponent <Rigidbody> ();
            ProjectileAddForce  _arrowProjectile = arrow.transform.GetComponent <ProjectileAddForce>();
            if (Input.GetMouseButton(0))
            {
                stringSound.Play();
            }


            if (Input.GetMouseButton(0))
            {
                pullAmount += Time.deltaTime * pullSpeed;
                if (pullAmount >= 100)
                {
                    stringSound.Stop();
                }
            }
            if (Input.GetMouseButtonUp(0))
            {
                fireSound.Play();
                stringSound.Stop();
                arrowSlotted                = false;
                _arrowRigidB.isKinematic    = false;
                arrow.transform.parent      = null;
                _arrowProjectile.shootForce = _arrowProjectile.shootForce * ((pullAmount / 100) + .05f);
                numberOfArrows             -= 1;
                pullAmount = 0;

                _arrowProjectile.enabled = true;
            }
            _bowSkin.SetBlendShapeWeight(0, pullAmount);
            _arrowSkin.SetBlendShapeWeight(0, pullAmount);

            if (Input.GetMouseButtonDown(0) && arrowSlotted == false)
            {
                SpawnArrow();
            }
        }
    }