Inheritance: NetworkBehaviour
Example #1
0
 public void OnPreviousWeapon(InputAction.CallbackContext context)
 {
     if (context.phase == InputActionPhase.Started)
     {
         SwitchWeapon.Invoke(false);
     }
 }
Example #2
0
    // Use this for initialization
    void Start()
    {
        // Assigns all game objects in the scene heirachy to their created variables
        SW           = GameObject.Find("Player").GetComponent <SwitchWeapon>();
        generalInfo  = GameObject.Find("GeneralInfo").GetComponent <Text>();
        weaponText   = GameObject.Find("WeaponText").GetComponent <Text>();
        grenadeCount = GameObject.Find("GrenadeText").GetComponent <Text>();
        FPScount     = GameObject.Find("FPSText").GetComponent <Text>();
        winScreen    = GameObject.Find("VictoryMenu").GetComponent <Text>();
        deathScreen  = GameObject.Find("DeathMenu").GetComponent <Text>();

        // Used as a starting time reference
        fl_nextUpdate = Time.time;

        // Sets the default UI and game screen state
        pauseScreen.gameObject.SetActive(false);
        damageOverlay.SetActive(false);
        QualitySettings.vSyncCount = 1;
        BL_Paused = true;
        TogglePause();

        // Default weapon ammo
        in_weapon2ammo = 50;
        in_weapon3ammo = 80;
        in_grenades    = 3;
    }
 // Use this for initialization
 void Start()
 {
     // Assigns reference to SwitchWeapon script child object
     SW = GameObject.Find("Player").GetComponent <SwitchWeapon>();
     // Checks for the type of weapon in use
     WeaponCheck();
 }
Example #4
0
    // Update is called once per frame
    void Update()
    {
        if (StartMenu.activeInHierarchy)
        {
            Time.timeScale = 0f;

            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;

            WeaponPickup wp = FindObjectOfType <WeaponPickup> ();
            if (wp != null)
            {
                wp.SetAlive(false);
            }

            SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();
            if (sw != null)
            {
                sw.SetAlive(false);
            }

            MouseLook ml = FindObjectOfType <MouseLook> ();
            if (ml != null)
            {
                ml.SetAlive(false);
            }

            player.GetComponent <MouseLook> ().enabled = false;
        }
    }
Example #5
0
 public void OnNextWeapon(InputAction.CallbackContext context)
 {
     if (context.phase == InputActionPhase.Started)
     {
         SwitchWeapon.Invoke(true);
     }
 }
 void Awake()
 {
     pauseText    = GetComponent <Text>();
     player       = GameObject.FindGameObjectWithTag("Player");
     switchWeapon = player.GetComponent <SwitchWeapon>();
     playerHealth = player.GetComponent <PlayerHealth>();
 }
 void Awake()
 {
     anim           = GetComponent <Animator> ();
     playerAudio    = GetComponent <AudioSource> ();
     playerMovement = GetComponent <PlayerMovement> ();
     switchWeapon   = GetComponent <SwitchWeapon>();
     currentHealth  = startingHealth;
 }
Example #8
0
    void Start()
    {
        rb          = GetComponent <Rigidbody>();
        ui          = UIController.instance;
        audioP      = AudioPlayer.instance;
        weaponImage = GameObject.FindGameObjectWithTag("WeaponImage").GetComponent <SwitchWeapon>();

        health = maxHealth;
        weaponImage.ChangeWeapon(GunType.Pistol);
    }
Example #9
0
    void OnTriggerEnter(Collider other)
    {
        PlayerCharacter player = other.GetComponent <PlayerCharacter>();

        if (safe)
        {
            missiontext.SetActive(true);
            resett.SetActive(true);
            exitt.SetActive(true);


            FPSInput f = FindObjectOfType <FPSInput> ();
            if (f != null)
            {
                f.SetAlive(false);
            }

            WeaponPickup wp = FindObjectOfType <WeaponPickup> ();
            if (wp != null)
            {
                wp.SetAlive(false);
            }

            SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();
            if (sw != null)
            {
                sw.SetAlive(false);
            }

            GameObject[] e = GameObject.FindGameObjectsWithTag("Enemy");

            Shooting[] s = new Shooting[e.Length];
            for (int i = 0; i < e.Length; i++)
            {
                s[i] = e [i].GetComponent <Shooting> ();
                if (s [i] != null)
                {
                    s[i].SetAlive(false);
                }
            }

            CrateShooting[] cs = new CrateShooting[e.Length];
            for (int i = 0; i < e.Length; i++)
            {
                cs[i] = e [i].GetComponent <CrateShooting> ();
                if (cs [i] != null)
                {
                    cs[i].SetAlive(false);
                }
            }

            StartCoroutine(startCutScene());
        }
    }
Example #10
0
    private IEnumerator startCutScene()
    {
        player.SetActive(false);

        canvas.SetActive(false);

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible   = false;

        cameraCutScene.SetActive(true);

        heli.SetActive(true);

        yield return(new WaitForSeconds(5.0f));

        player.SetActive(true);

        canvas.SetActive(true);

        cameraCutScene.SetActive(false);

        heli.SetActive(false);



        WeaponPickup wp = FindObjectOfType <WeaponPickup> ();

        if (wp != null)
        {
            wp.SetAlive(true);
        }

        SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();

        if (sw != null)
        {
            sw.SetAlive(true);
        }

        MouseLook ml = FindObjectOfType <MouseLook> ();

        if (ml != null)
        {
            ml.SetAlive(true);
        }

        player.GetComponent <MouseLook> ().enabled = true;
    }
        protected override void ExecuteCombo(int id)
        {
            switch (id)
            {
            case 40:
                SwitchWeapon?.Invoke();
                break;

            case 50:
                FireOn?.Invoke();
                break;

            case 51:
                FireOff?.Invoke();
                break;
            }
        }
Example #12
0
    IEnumerator Start()
    {
        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        yield return(new WaitForEndOfFrame());

        if (GetComponent <PlayerControl>())
        {
            updateUI.HighlightSlot(activeSlot);
            isPlayer = true;
        }
        else
        {
            isPlayer = false;
        }

        switchWeapon = GameObject.Find("Weapon").GetComponent <SwitchWeapon>();
    }
Example #13
0
 void Awake()
 {
     instance = this;
 }
    // Update is called once per frame
    public void Update()
    {
        //Check keys in keymap
        //Has Released Keys
        foreach (var item in input.keysPressed)
        {
            if (Input.GetKeyDown(item.Key))
            {
                Command command = null;
                // Debug.Log(string.Format("onReleasedKeyMap Key pressed {0}", item.Value.ToString())); //Log key to console

                switch (item.Value)
                {
                case "Move Up":
                    //trigger Move Up command

                    command = new MoveUp();

                    break;

                case "Move Down":

                    command = new MoveDown();

                    break;

                case "Move Left":

                    command = new MoveLeft();
                    break;

                case "Move Right":
                    command = new MoveRight();

                    break;

                case "Switch":
                    command = new SwitchWeapon();
                    break;

                case "Roll":
                    command = new Roll();
                    break;

                case "Shoot":
                    command = new Shoot();

                    break;

                case "DEBUG":
                    GameObject temp;
                    temp           = MoveableEntity;
                    MoveableEntity = DEBUGEntity;
                    DEBUGEntity    = temp;
                    break;
                }

                if (command != null)
                {
                    ActivateCommand(command);
                }
            }

            if (Input.GetKeyUp(item.Key))
            {
                Command command = null;
                // Debug.Log(string.Format("onReleasedKeyMap Key released {0}", item.Value.ToString())); //Log key to console
                switch (item.Value)
                {
                case "Move Up":
                    command = new WaitUp();
                    break;

                case "Move Down":
                    command = new WaitDown();
                    break;

                case "Move Left":
                    command = new WaitLeft();
                    break;

                case "Move Right":
                    command = new WaitRight();
                    break;
                }
                if (command != null)
                {
                    ActivateCommand(command);
                }
            }
        }
    }
Example #15
0
    // Update is called once per frame
    public void Update()
    {
        Command p1command = null;
        Command p2command = null;

        if (Input.GetAxis("Vertical") < -.25f)
        {
            p1command = new MoveUp();

            p1ActivateCommand(p1command);
        }

        if (Input.GetAxis("Vertical") > .25f)
        {
            p1command = new MoveDown();
            p1ActivateCommand(p1command);
        }
        if (Input.GetAxis("Horizontal") < -.25f)
        {
            p1command = new MoveLeft();
            p1ActivateCommand(p1command);
        }
        if (Input.GetAxis("Horizontal") > .25f)
        {
            p1command = new MoveRight();
            p1ActivateCommand(p1command);
        }
        if (Input.GetButtonDown("switch"))
        {
            p1command = new SwitchWeapon();
            p1ActivateCommand(p1command);
        }

        if (Input.GetButtonDown("Roll"))
        {
            p1command = new Roll();
            p1ActivateCommand(p1command);
        }

        if (Input.GetButtonDown("Shoot"))
        {
            p1command = new Shoot();
            p1ActivateCommand(p1command);
        }

        if (Input.GetAxis("Vertical") > -.75f && Input.GetAxis("Vertical") <= .25f)
        {
            p1command = new WaitUp();
            p1ActivateCommand(p1command);
        }

        if (Input.GetAxis("Vertical") >= -.25f && Input.GetAxis("Vertical") < .75f)
        {
            p1command = new WaitDown();
            p1ActivateCommand(p1command);
        }

        if (Input.GetAxis("Horizontal") > -.75f && Input.GetAxis("Horizontal") <= 25f)
        {
            p1command = new WaitLeft();
            p1ActivateCommand(p1command);
        }

        if (Input.GetAxis("Horizontal") >= -.25f && Input.GetAxis("Horizontal") < .75f)
        {
            p1command = new WaitRight();
            p1ActivateCommand(p1command);
        }


        //////////////////////////////////////P2 = aka, there has to be a better way...

        if (Input.GetAxis("VerticalP2") < -.25f)
        {
            p2command = new MoveUp();
            p2ActivateCommand(p2command);
        }

        if (Input.GetAxis("VerticalP2") > .25f)
        {
            p2command = new MoveDown();
            p2ActivateCommand(p2command);
        }
        if (Input.GetAxis("HorizontalP2") < -.25f)
        {
            p2command = new MoveLeft();
            p2ActivateCommand(p2command);
        }
        if (Input.GetAxis("HorizontalP2") > .25f)
        {
            p2command = new MoveRight();
            p2ActivateCommand(p2command);
        }
        if (Input.GetButtonDown("switchP2"))
        {
            p2command = new SwitchWeapon();
            p2ActivateCommand(p2command);
        }

        if (Input.GetButtonDown("RollP2"))
        {
            p2command = new Roll();
            p2ActivateCommand(p2command);
        }

        if (Input.GetButtonDown("ShootP2"))
        {
            p2command = new Shoot();
            p2ActivateCommand(p2command);
        }

        if (Input.GetAxis("VerticalP2") > -.75f && Input.GetAxis("VerticalP2") <= .25f)
        {
            p2command = new WaitUp();
            p2ActivateCommand(p2command);
        }

        if (Input.GetAxis("VerticalP2") >= -.25f && Input.GetAxis("VerticalP2") < .75f)
        {
            p2command = new WaitDown();
            p2ActivateCommand(p2command);
        }

        if (Input.GetAxis("HorizontalP2") > -.75f && Input.GetAxis("HorizontalP2") <= 25f)
        {
            p2command = new WaitLeft();
            p2ActivateCommand(p2command);
        }

        if (Input.GetAxis("HorizontalP2") >= -.25f && Input.GetAxis("HorizontalP2") < .75f)
        {
            p2command = new WaitRight();
            p2ActivateCommand(p2command);
        }
    }
Example #16
0
    IEnumerator Start()
    {
        yield return(new WaitForEndOfFrame());

        mouseFollow          = GameObject.Find("MouseFollower");
        Weapons              = GameObject.Find("Items").GetComponent <SpawnWeapons>().Weapons;
        serverRefrenceKeeper = GameObject.Find("Server Refrences").GetComponent <ServerRefrenceKeeper>();
        spawnWeapons         = GameObject.Find("Items").GetComponent <SpawnWeapons>();
        localiseTransform    = GameObject.Find("Items").GetComponent <LocaliseTransform>();
        switchWeapon         = GameObject.Find("Weapon").GetComponent <SwitchWeapon>();
        shoot            = GameObject.Find("Weapon").GetComponent <Shoot>(); //Get script
        Items            = GameObject.Find("Items").transform;
        bulletPositioner = GameObject.Find("Bullet Positioner").transform;   //Get the bullet positioner object

        //Wait because some of the next parts have not completed yet

        aimShoot       = GameObject.Find("Ragdoll").GetComponent <AimShoot>(); //Get script
        refrenceKeeper = GameObject.Find("Local").GetComponent <RefrenceKeeper>();
        refrenceKeeper.itemDistanceRefrences.Add(0);                           //Add a new space in the list for this item
        yield return(new WaitForEndOfFrame());

        updateUI = refrenceKeeper.updateUI;

        WeaponHand = refrenceKeeper.WeaponParent;

        Player = GameObject.Find("Ragdoll").transform;

        if (isClient)
        {
            transform.parent = Items;
            WeaponModel      = Instantiate(
                Weapons[WeaponIndex].WeaponItem.itemModel,
                transform.position,
                transform.rotation);
            WeaponModel.gameObject.layer = 11;
            for (int z = 0; z < WeaponModel.transform.childCount; z++)
            {
                WeaponModel.transform.GetChild(z).gameObject.layer = 11;
            }
            WeaponModel.transform.SetParent(transform);
            colliders = WeaponModel.transform.GetComponentsInChildren <MeshCollider>();

            /*foreach (MeshCollider collider in colliders)
             * {
             *  collider.convex = true;
             * }*/
            renderers = WeaponModel.transform.GetComponentsInChildren <Renderer>();
            foreach (Renderer renderer in renderers)
            {
                renderer.material = WeaponMat;
            }
            WeaponModel.transform.localPosition    = Weapons[WeaponIndex].WeaponItem.spawnPosition;
            WeaponModel.transform.localEulerAngles = Weapons[WeaponIndex].WeaponItem.spawnRotation;
            WeaponModel.transform.localScale       = Weapons[WeaponIndex].WeaponItem.spawnScale;
        }

        localiseTransform.setTransformItem(gameObject.transform.GetChild(0).gameObject, WeaponIndex);

        //Update global list of total items
        refrenceKeeper.itemCount++;

        NumberOfWeapons = serverRefrenceKeeper.numOfWeapons;

        individualCount = refrenceKeeper.itemCount; //Update private version of itemCount to add a private "id" so this script knows which part of the list is it's own entry;
        done            = true;
    }
Example #17
0
    void Update()
    {
        if (_health == 0)
        {
            FPSInput f = GetComponent <FPSInput> ();
            f.SetAlive(false);

            WeaponPickup wp = FindObjectOfType <WeaponPickup> ();
            if (wp != null)
            {
                wp.SetAlive(false);
            }

            SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();
            if (sw != null)
            {
                sw.SetAlive(false);
            }

            GameObject[] e = GameObject.FindGameObjectsWithTag("Enemy");

            Shooting[] s = new Shooting[e.Length];
            for (int i = 0; i < e.Length; i++)
            {
                s[i] = e [i].GetComponent <Shooting> ();
                if (s [i] != null)
                {
                    s[i].SetAlive(false);
                }
            }

            CrateShooting[] cs = new CrateShooting[e.Length];
            for (int i = 0; i < e.Length; i++)
            {
                cs[i] = e [i].GetComponent <CrateShooting> ();
                if (cs [i] != null)
                {
                    cs[i].SetAlive(false);
                }
            }


            Gameovert.SetActive(true);
            resett.SetActive(true);
            exitt.SetActive(true);
        }

        if (_health == 0)
        {
            healthbar1.SetActive(false);
            healthbar2.SetActive(false);
            healthbar3.SetActive(false);
            healthbar4.SetActive(false);
            healthbar5.SetActive(false);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }


        if (_health == 1)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(false);
            healthbar3.SetActive(false);
            healthbar4.SetActive(false);
            healthbar5.SetActive(false);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 2)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(false);
            healthbar4.SetActive(false);
            healthbar5.SetActive(false);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 3)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(false);
            healthbar5.SetActive(false);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 4)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(false);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 5)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(false);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 6)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(false);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 7)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(true);
            healthbar8.SetActive(false);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 8)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(true);
            healthbar8.SetActive(true);
            healthbar9.SetActive(false);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 9)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(true);
            healthbar8.SetActive(true);
            healthbar9.SetActive(true);
            healthbar10.SetActive(false);
            healthbar11.SetActive(false);
        }

        if (_health == 10)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(true);
            healthbar8.SetActive(true);
            healthbar9.SetActive(true);
            healthbar10.SetActive(true);
            healthbar11.SetActive(false);
        }

        if (_health == 11)
        {
            healthbar1.SetActive(true);
            healthbar2.SetActive(true);
            healthbar3.SetActive(true);
            healthbar4.SetActive(true);
            healthbar5.SetActive(true);
            healthbar6.SetActive(true);
            healthbar7.SetActive(true);
            healthbar8.SetActive(true);
            healthbar9.SetActive(true);
            healthbar10.SetActive(true);
            healthbar11.SetActive(true);
        }
    }
Example #18
0
    public void SendWeaponSwitch(int id)
    {
        SwitchWeapon switchWeapon = new SwitchWeapon(client.localClientID, id);

        client.sendToServer(switchWeapon.constructMessage());
    }
Example #19
0
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1) && playerTransform.gameObject.activeInHierarchy)
        {
            //networkInstantiate.instantiate(NetworkInstantiate.prefabNames.fireworks, playerTransform.position, Quaternion.identity, client.localClientID);
            //networkInstantiate.instantiate(NetworkInstantiate.prefabNames.ragdoll, playerTransform.position, playerTransform.rotation, client.localClientID);
        }

        if (client != null)
        {
            // Runs the main loop messages on the client object
            client.mainThread();
        }

        // Dequeues and parses main thread messages for the game client.
        if (mainThreadQueue.Count > 0)
        {
            string  nextMessage = mainThreadQueue.Dequeue();
            Message message     = JsonUtility.FromJson <Message>(nextMessage);

            switch (message.message)
            {
            case (int)Message.messageTypes.NewPlayerData:

                NewPlayerMessage newPlayerMessage = JsonUtility.FromJson <NewPlayerMessage>(nextMessage);

                GameObject newRemote = Instantiate(playerPrefab, new Vector3(0, 2, 0), playerPrefab.transform.rotation);

                RemoteController controller = newRemote.GetComponentInChildren <RemoteController>();
                controller.initRemote(newPlayerMessage.newPlayerID);

                remoteGameObjects.Add(newRemote);

                break;

            case (int)Message.messageTypes.SwitchWeapon:
                SwitchWeapon switchWeapon = JsonUtility.FromJson <SwitchWeapon>(nextMessage);
                if (switchWeapon.clientID == client.localClientID)
                {
                    return;
                }

                foreach (GameObject remote in remoteGameObjects)
                {
                    remote.GetComponentInChildren <RemoteController>().changeWeapon(switchWeapon.weaponID);
                }
                break;
            }
        }


        // Update the position of the remote clients
        if (remoteGameObjects != null)
        {
            for (int i = 0; i < remoteGameObjects.Count; i++)
            {
                RemoteController rem = remoteGameObjects[i].GetComponentInChildren <RemoteController>();
                if (rem.id == client.remoteClients[i].clientID)
                {
                    remoteGameObjects[i].transform.localPosition = Vector3.Lerp(remoteGameObjects[i].transform.position, client.remoteClients[i].clientTransform, clientSmoothness);
                    remoteGameObjects[i].transform.localRotation = Quaternion.Lerp(remoteGameObjects[i].transform.rotation, client.remoteClients[i].clientRotation, clientRotateSmoothness);
                }
            }
        }
    }
Example #20
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            if (Time.timeScale == 1.0f)
            {
                pauseText.SetActive(true);
                exitText.SetActive(true);
                audioText.SetActive(true);

                WeaponPickup wp = FindObjectOfType <WeaponPickup> ();
                if (wp != null)
                {
                    wp.SetAlive(false);
                }

                SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();
                if (sw != null)
                {
                    sw.SetAlive(false);
                }

                MouseLook ml = FindObjectOfType <MouseLook> ();
                if (ml != null)
                {
                    ml.SetAlive(false);
                }

                player.GetComponent <MouseLook> ().enabled = false;



                Cursor.lockState = CursorLockMode.None;
                Cursor.visible   = true;

                Time.timeScale = 0.0f;
            }
            else if (Time.timeScale == 0.0f)
            {
                pauseText.SetActive(false);
                exitText.SetActive(false);
                audioText.SetActive(false);

                WeaponPickup wp = FindObjectOfType <WeaponPickup> ();
                if (wp != null)
                {
                    wp.SetAlive(true);
                }

                SwitchWeapon sw = GameObject.Find("Camera").GetComponent <SwitchWeapon> ();
                if (sw != null)
                {
                    sw.SetAlive(true);
                }

                MouseLook ml = FindObjectOfType <MouseLook> ();
                if (ml != null)
                {
                    ml.SetAlive(true);
                }

                player.GetComponent <MouseLook> ().enabled = true;

                Cursor.lockState = CursorLockMode.Locked;
                Cursor.visible   = false;

                Time.timeScale = 1.0f;
            }
        }
    }