Example #1
0
    void Shoot(int weapon)
    {
        switch (weapon)
        {
        case 1:
            if (Values.GetRevolvAmmo() > 0)
            {
                Ray        ray = new Ray(Camera.main.transform.position + transform.forward * 0.2f, Camera.main.transform.forward);
                RaycastHit hit;
                Revolver.gameObject.GetComponent <AudioSource>().Play();
                if (Physics.Raycast(ray, out hit) && hit.distance < revolverDistance && hit.collider.gameObject.tag == "Enemy")
                {
                    //		Debug.Log ("Distance: " + hit.distance + " GameObject " + hit.collider.gameObject);
                    Values.ChangeFettHealth(revolverDamage);
                }
                Values.AddAmmo(-1);
                StartCoroutine(Cooldown());
            }
            break;

        case 2:
            if (Values.GetTrapAmmo() > 0)
            {
                Instantiate(TrapPrefub, Player.transform.position + Player.transform.forward, Quaternion.identity);
                Values.AddTrap(-1);
                StartCoroutine(Cooldown());
            }
            break;
        }
    }
Example #2
0
    public void OnTriggerStay(Collider collider)
    {
        switch (collider.gameObject.tag)
        {
        case "Note":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                FoundNotes[numberOfNotes] = collider.name;
                NoteButtons[numberOfNotes].SetActive(true);
                numberOfNotes++;
                Destroy(collider.gameObject);
            }
            break;

        case "Ammo":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.AddAmmo();
            }
            break;

        case "Medpack":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.ChangePlayerHealth(100);
            }
            break;

        case "Trap":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.AddTrap();
            }
            break;

        case "Can":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.AddCan();
            }
            break;

        case "Rope":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.AddRope();
            }
            break;

        case "Stick":
            Message.SetActive(true);
            if (Input.GetKey("e"))
            {
                Destroy(collider.gameObject);
                Values.AddStick();
            }
            break;

        case "SpotTrap":
            BuildingMessage.SetActive(true);
            if (Values.CanPlaceTrap())
            {
                BuildingMessage.GetComponent <Text>().text = "Press 'E' to place";
                if (Input.GetKey("e"))
                {
                    Values.tripwire.Place(collider.gameObject.transform.parent.gameObject);
                }
            }
            else
            {
                BuildingMessage.GetComponent <Text>().text = "Not enough items to place";
            }
            break;
        }
    }