public void OnPointerDown(PointerEventData eventData) { if (weapon != null) { user.PickUpWeapon(weapon); user.SetEquipment(true); gameObject.SetActive(false); } }
private void Update() { if (soldierControl.isDead) { Cursor.lockState = CursorLockMode.None; if (!gameOverPanel.activeSelf) { gameOverPanel.SetActive(true); } return; } #if UNITY_STANDALONE || UNITY_WEBPLAYER h = Input.GetAxis("Horizontal"); v = Input.GetAxis("Vertical"); x = Input.GetAxis("Mouse X"); y = Input.GetAxis("Mouse Y"); z = Input.GetAxis("Mouse ScrollWheel"); if (Input.GetKeyDown(KeyCode.C)) //change equip { isEquiped = !isEquiped; soldierControl.SetEquipment(isEquiped); } if (Input.GetKeyDown(KeyCode.LeftShift))//crouch { soldierControl.SetCrouch(); } if (Input.GetButtonDown("Fire1")) { soldierControl.Fire(aimPosition); } #else x = 0; y = 0; for (int i = 0; i < Input.touchCount; i++) { if (Input.touches[i].phase == TouchPhase.Moved && touchRect.Contains(Input.touches[i].position)) { x = Input.touches[i].deltaPosition.x; y = Input.touches[i].deltaPosition.y; break; } } #endif x = x * soldierControl.turnSpeed * Time.fixedDeltaTime; soldierControl.Turn(x); cameraControl.Control(x, y, z); soldierControl.Move(h, v); }