Example #1
0
    public void AddAmmunition(float percent)
    {
        actions act   = atb.GetActions();
        int     limit = act.GetWeaponInfs().GetLimitBulets();
        int     value = (int)(limit * percent);

        AddAmmunition(value);
    }
Example #2
0
    public void AddAmmunition(int add)
    {
        actions act   = atb.GetActions();
        int     limit = act.GetWeaponInfs().GetLimitBulets();

        /*ammunition += add;
         *
         * if (ammunition <= 0)
         * {
         *  act.SetWeapon(null);
         *  textAmmunition.gameObject.SetActive(false);
         * }
         * else
         * {
         *  if (!textAmmunition.gameObject.activeInHierarchy)
         *      textAmmunition.gameObject.SetActive(true);
         *
         *  textAmmunition.text = "" + ammunition;
         *
         *  if (ammunition > limit)
         *      ammunition = limit;
         * }*/
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        if (canMove)
        {
            actions act = atb.GetActions();

            //Movimentação
            Vector2 dire = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
            movementPlayer.Move(dire);

            //Pegando posição do mouse no mundo

            /*Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             * Vector2 delta = mousePos;
             * delta.x -= transform.position.x;
             * delta.y -= transform.position.y;
             * //Rotacionar
             * float angZ = Vector2.SignedAngle(Vector2.up, delta);
             * movementPlayer.TurnTo(angZ);*/

            weaponInfs wp = act.GetWeaponInfs();
            //Comando de atirar

            /*if (Input.GetButton("Fire1"))
             * {
             *  if (Input.GetButtonDown("Fire1"))
             *  {
             *      act.Fire();
             *  }
             * }
             * else if (wp && wp.IsContinuous())
             * {
             *  act.StopFire();
             * }*/
        }
    }