// Start is called before the first frame update public override void Start() { ActiveGun = findWeaponByID(activePrimary); ActiveGun.GetComponent <gun>().activate(true); base.Start(); Player = true; playerSc = GetComponentInParent <PlayerController>(); firemode = ActiveGun.GetComponent <gun>().firemode; SwitchGrenade(); }
/// <summary> /// Dispose of all the guns /// </summary> public void Dispose() { foreach (Gun g in collectedGuns) { g.Dispose(); } if (ActiveGun != null) { ActiveGun.Dispose(); } }
private void OnTriggerEnter(Collider coll) { if (coll != null) { ActiveGun playerGun = coll.GetComponent <ActiveGun>(); if (playerGun != null) { playerGun.pickup = pickup; if (!respawn) { gameObject.SetActive(false); } } } }
public void switchWeapon() { if (holdingPrimary) { ActiveGun.GetComponent <gun>().activate(false); ActiveGun = findWeaponByID(activeSecondary); ActiveGun.GetComponent <gun>().activate(true); firemode = ActiveGun.GetComponent <gun>().firemode; holdingPrimary = false; } else { ActiveGun.GetComponent <gun>().activate(false); ActiveGun = findWeaponByID(activePrimary); ActiveGun.GetComponent <gun>().activate(true); firemode = ActiveGun.GetComponent <gun>().firemode; holdingPrimary = true; } }
// Use this for initialization void Start() { if (isServer) { //Telling the GameManager who the players are for (int i = 0; i < GameManager.instance.GO_Player.Length; i++) { //For the current index, if it's empty if (GameManager.instance.GO_Player[i] == null) { //Make the gameobject this, and quit the cycle of sadness GameManager.instance.GO_Player[i] = gameObject; Debug.Log("Player added"); break; } } } //If the camera is local player if (isLocalPlayer) { //From the camera follow script, set the reference to this game object. CameraFollow.PlayerRef = gameObject; } else if (!isLocalPlayer) { return; } activeGun = GetComponent <ActiveGun>(); amPunch = GetComponent <AMPunch>(); RB_PC = GetComponent <Rigidbody>(); FL_defaultSpeed = FL_moveSpeed; //When the player exists in the scene, the player will stop the theme and start playing the game BGM. AudioManager.instance.Stop("Theme"); AudioManager.instance.Play("Game BGM"); }
private void Update() { if (playerSc.isAlive) { line.transform.position = ActiveGun.GetComponent <gun>().tip.position; if (Input.GetButtonDown("Switch")) { switchWeapon(); } if (Input.GetButtonDown("Reload")) { ActiveGun.GetComponent <gun>().reload(); } if (Input.GetButton("Grenade")) { if (GrenadeHoldTime < grenadeMaxHoldTime) { GrenadeHoldTime += Time.deltaTime; } } if (Input.GetButtonUp("Grenade")) { Transform tip = ActiveGun.GetComponent <gun>().tip.transform; if (grenadeCount[ActiveGrenade % 300] > 0) { Grenades G = Instantiate(findWeaponByID(ActiveGrenade), tip.position, tip.rotation).GetComponent <Grenades>(); G.GrenadeAimTime = GrenadeHoldTime / grenadeMaxHoldTime; GrenadeHoldTime = 0; grenadeCount[ActiveGrenade % 300]--; } if (grenadeCount[ActiveGrenade % 300] < 1) { SwitchGrenade(); } } switch (firemode) { case 1: if (Input.GetButton("Fire1")) { shoot(); playerSc.isShooting = true; } else { playerSc.isShooting = false; } break; case 2: if (Input.GetButtonDown("Fire1")) { shoot(); playerSc.isShooting = true; } else { playerSc.isShooting = false; } break; } if (Input.GetButtonDown("SwitchGrenade")) { SwitchGrenade(); } } }