void Update() { // enables or disables mouse lock and visibility also pauses game if mouse is visible if (Input.GetKeyDown(KeyCode.Alpha1)) { if (Cursor.visible == true) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; Time.timeScale = 1f; settingsPopUp.Close(); } else { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; Time.timeScale = 0f; settingsPopUp.Open(); } } // enables shooing only if game isnt paused if (Time.timeScale != 0) { if ((Input.GetKeyDown(KeyCode.RightControl)) && (!EventSystem.current.IsPointerOverGameObject())) { // this creates a vector with the coridnates of the rays origin Vector3 point = new Vector3(_camera.pixelWidth / 2, _camera.pixelHeight / 2, 0); muzzleFlash.Play(); gunShot.Play(); // creates ray object with origin cordinates Ray ray = _camera.ScreenPointToRay(point); // pases the ray and a new object with type RaycastHit if (Physics.Raycast(ray, out RaycastHit hit)) { // this retrieves the object the ray hit GameObject hitObject = hit.transform.gameObject; ReactiveTarget target = hitObject.GetComponent <ReactiveTarget>(); GameObject enemy = hit.transform.gameObject; WanderingAI lifeStatus = enemy.GetComponent <WanderingAI>(); // this checks if the target is a person though the get component method and if it is // it returns a hit and if not it creates a sphere in the debug console. // get component returns null if the component isnt there. if ((target != null) && (lifeStatus.getAlive())) { target.ReactToHit(); Messenger.Broadcast(GameEvent.ENEMY_HIT); } else { // starts the coroutine kicking control to it StartCoroutine(SphereIndicator(hit.point)); } } } } }
//Function to control the popup for player1 stats. public void OnPlayerOneOpenSettings() { owner = MasterControl.control.currGame.currentPlayer; //Popup will only show when countOne is 0 and it is currently player1's turn (owner - 1) if (countOne == 0 && owner == 0) { settingsPopup.Open(); } else { settingsPopup.Close(); } if (owner == 0) { countOne = (countOne + 1) % 2; } //Debug.Log("Publicity: " + MasterControl.control.currGame.players1[owner].GetComponent<Player>().publicity); }
//Function to control the popup for player1 stats. public void OnPlayerOpenSettings() { owner = MasterControl.control.currGame.currentPlayer; //Popup will only show when countOne is 0 and it is currently player1's turn (owner - 1) if (countOne == 0 && owner == 0 || (countOne == 1 && owner == 1) || (countOne == 2 && owner == 2)) { settingsPopup.setCurrPlayer(owner); settingsPopup.Open(); } else { settingsPopup.Close(); } countOne = (countOne + 1) % 3; Debug.Log("countOne = " + countOne); Debug.Log("Publicity: " + MasterControl.control.currGame.players1[owner].GetComponent <Player>().publicity); }
public void OnResearchOpenSettings() { Debug.Log(countResearch); if (countResearch == 0) { settingsPopup.Open(); } else { settingsPopup.Close(); } countResearch = (countResearch + 1) % 2; }
public void OnOpenSettings() { //Debug.Log("Opened"); if (count % 2 == 0) { settingsPopup.Open(); Debug.Log(count); } else { settingsPopup.Close(); Debug.Log(count); } count++; }
public void OpenSettings() { settingsPopup.Open(); }
public void OnOpenSettings() { settingsPopUp.Open(); }
public void OnOpenSettings() { settingsPopup.Open(); // Заменяем отладочный текст методом всплывающего окна }
public void OnOpenSettings() { SettingsPopup.Open(); // Debug.Log ("open setting"); }