// Use this for initialization void Start() { attack = attackDirection.none; currentMovement = 0; localScale = gameObject.transform.localScale; localPosition = gameObject.transform.localPosition; }
// Update is called once per frame void Update() { if (GameVariables.GameMode == GameVariables.GameModes.Hero && GameVariables.PlayerWeapon == GameVariables.PlayerWeapons.Close) { //weapon appears after weapon change if (gameObject.transform.localScale != localScale) { gameObject.transform.localScale = localScale; gameObject.GetComponent <BoxCollider>().enabled = true; } if (attack != attackDirection.none) { if (attack == attackDirection.down) { if (MusicSource.isPlaying == false) { MusicSource.PlayOneShot(MusicClipSwing); } if (currentMovement > -maxMovement) { currentMovement += attackSpeed * Time.deltaTime; //gameObject.transform.Translate(-1 * gameObject.GetComponentInParent<Transform>().right * attackSpeed * Time.deltaTime, Space.World); gameObject.transform.Translate(-1 * gameObject.transform.up * attackSpeed * Time.deltaTime, Space.World); } else { attack = attackDirection.up; attackSpeed *= -1;//change rotation direction currentMovement = 0; } } else if (attack == attackDirection.up) { if (currentMovement < maxMovement) { currentMovement += attackSpeed * Time.deltaTime; //gameObject.transform.Translate(-1 * gameObject.GetComponentInParent<Transform>().right * attackSpeed * Time.deltaTime, Space.World); gameObject.transform.Translate(-1 * gameObject.transform.up * attackSpeed * Time.deltaTime, Space.World); } else { attack = attackDirection.none; attackSpeed *= -1;//change rotation direction currentMovement = 0; } } } if (Input.GetMouseButtonDown(0) && attack == attackDirection.none) { attack = attackDirection.down; } } //weapon disappear after weapon change if (GameVariables.PlayerWeapon != GameVariables.PlayerWeapons.Close && gameObject.transform.localScale == localScale) { //gameObject.GetComponent<MeshRenderer>(). gameObject.GetComponent <BoxCollider>().enabled = false; gameObject.transform.localScale = new Vector3(0, 0, 0); gameObject.transform.localPosition = localPosition; } }
// Update is called once per frame void Update() { if (GameVariables.GameMode == GameVariables.GameModes.Hero && GameVariables.PlayerWeapon == GameVariables.PlayerWeapons.Close) { //weapon appears after weapon change if (gameObject.transform.localScale != localScale) { gameObject.transform.localScale = localScale; } if (attack != attackDirection.none) { float angle = attackSpeed * Time.deltaTime; currentRotation += angle; if (attack == attackDirection.down) { if (MusicSource.isPlaying == false) { MusicSource.PlayOneShot(MusicClipSwing); } if (currentRotation > -maxRotation) { gameObject.transform.Rotate(transform.forward * angle, Space.World); } else { attack = attackDirection.up; attackSpeed *= -1;//change rotation direction currentRotation = 0; } } else if (attack == attackDirection.up) { if (currentRotation < maxRotation) { gameObject.transform.Rotate(transform.forward * angle, Space.World); } else { attack = attackDirection.none; attackSpeed *= -1;//change rotation direction currentRotation = 0; } } } if (Input.GetMouseButtonDown(0) && attack == attackDirection.none) { attack = attackDirection.down; } } //weapon disappear after weapon change if (GameVariables.PlayerWeapon != GameVariables.PlayerWeapons.Close && gameObject.transform.localScale == localScale) { //gameObject.GetComponent<MeshRenderer>(). gameObject.transform.localScale = new Vector3(0, 0, 0); } }
// Use this for initialization void Start() { attack = attackDirection.none; currentRotation = 0; localScale = gameObject.transform.localScale; }