private void FixedUpdate() { if (livesLeft < 1) { Destroy(this); } if (!isLocalPlayer) { return; } if (lifesLeft <= 0) { return; } float moveAxis = Input.GetAxis(MoveInputAxis); float turnAxis = Input.GetAxis(TurnInputAxis); bool shiftKey = Input.GetKey(KeyCode.LeftShift); bool getMouseButton = Input.GetMouseButtonDown(0); float mouseLefRight = horizontalSpeed * Input.GetAxis("Mouse X"); float mouseUpDown = horizontalSpeed * Input.GetAxis("Mouse Y"); if (getMouseButton && ammoInJacket > 0) { print(("hako kurwa player???")); nextTimeToFire = Time.time + 1f / gun.fireRate; anim.SetTrigger("weaponFire"); Shoot(); } if (getMouseButton == false) { anim.SetBool("weaponFire", false); } // heal if (Input.GetKeyDown(KeyCode.H) && healthPoints < 100 && amountOfApteczkaInt > 0) { amountOfApteczkaInt--; int healing = (int)(0.3 * 100); int acctualHeal = Random.Range(20, healing); healthPoints += acctualHeal; if (healthPoints > 100) { healthPoints = 100; } textHealthUI.text = healthPoints.ToString(); fillageOfHpImage.fillAmount = healthPoints / 100; } // RELOAD if (Input.GetKeyDown(KeyCode.R) && ammoInJacket < jacketCapacity) { /////// int actualAmmo = ammoInJacket; int ammoNedded = jacketCapacity - actualAmmo; if (ammoNedded > 0 && totalAmmo >= ammoNedded) { ammoInJacket += ammoNedded; totalAmmo -= ammoNedded; gun.reload(); acctualWeaponJacketAmmoText.text = ammoInJacket.ToString(); acctualWeaponTotalAmmoText.text = totalAmmo.ToString(); anim.SetTrigger("reload"); } } //left diagonal m1t1 if (moveAxis > 0 && turnAxis > 0) { moveSpeed = 0.9f; leftOrRight = 1.1f; } //left m0t1 else if (moveAxis == 0 && turnAxis > 0) { moveSpeed = 1.1f; leftOrRight = 1.1f; } //right diagonal m1t-1 else if (moveAxis > 0 && turnAxis < 0) { moveSpeed = 0.9f; leftOrRight = -1.1f; } //right m0t-1 else if (moveAxis == 0 && turnAxis < 0) { moveSpeed = 1.1f; leftOrRight = -1.1f; } //run sprint forwart else if (moveAxis > 0 && turnAxis == 0) { moveSpeed = 1.1f; leftOrRight = 0f; if (shiftKey) { moveSpeed = 2.5f; } if (inWater) { moveSpeed = 0.5f; } } //run back else if (moveAxis < 0 && turnAxis == 0) { moveSpeed = -1.1f; leftOrRight = 0f; } //stand still else { leftOrRight = 0f; moveSpeed = 0f; } //////////////////////// ///APPLY if (moveAxis < 0) { turnAxis *= -1; } ApplyInput(moveAxis, turnAxis); aimScript.SetRotation(mouseUpDown); anim.SetFloat("AimAngle", aimScript.GetAngle()); anim.SetFloat("moveSpeed", moveSpeed); anim.SetFloat("leftOrRight", leftOrRight); transform.Rotate(0, mouseLefRight, 0); StepSound(); RenderHUD(); }
private void FixedUpdate() { gun = weaponHolder.selectedGun; sceneName = SceneManager.GetActiveScene().name; if (sceneName.Equals("Cave")) { anim.SetBool("weaponOut", false); weapon_out = false; } if (!isDead) { if (healthPoints <= 0 && isDead == false) { death(); } // ws float moveAxis = Input.GetAxis(MoveInputAxis); //ad float turnAxis = Input.GetAxis(TurnInputAxis); //shift bool shiftKey = Input.GetKey(KeyCode.LeftShift); // bool spaceBar = Input.GetKeyDown(KeyCode.Space); bool mouseClick = Input.GetMouseButton(0); bool mouseClickDragWeapon = Input.GetMouseButtonUp(0); //mouse float mouseLefRight = horizontalSpeed * Input.GetAxis("Mouse X"); float mouseUpDown = horizontalSpeed * Input.GetAxis("Mouse Y"); if (mouseClickDragWeapon && gun.ammoInJacket == 0) { gun.fireEmptyJacketSound(); } // $$$$$$$$$$$$$$$$$$$$$$$$$$ fire if (mouseClick && gun.ammoInJacket > 0 && weapon_out == true && !sceneName.Equals("Cave") && Time.time >= nextTimeToFire) { gun.ammoInJacket -= 1; gun.spawnBullet(); nextTimeToFire = Time.time + 1f / gun.fireRate; anim.SetTrigger("weaponFire"); } // if (Input.GetKey(KeyCode.LeftAlt)) // { // PlayerControllerTransform.healthPoints -= 10; // } // if (mouseClick == false) // anim.SetBool("weaponFire", false); // $$$$$$$$$$$$$$$$$$$$$$$$$$ weapon out if (mouseClickDragWeapon && weapon_out == false && !sceneName.Equals("Cave")) { anim.SetBool("weaponOut", true); anim.SetTrigger("weaponAction"); gun.getGun(); weapon_out = true; } // HIDE WEAPON if (Input.GetKeyDown(KeyCode.LeftControl) && weapon_out) { anim.SetBool("weaponOut", false); weapon_out = false; gun.getGun(); } // RELOAD if (Input.GetKeyDown(KeyCode.R) && gun.ammoInJacket < gun.jacketCapacity) { /////// int actualAmmo = gun.ammoInJacket; int ammoNedded = gun.jacketCapacity - actualAmmo; if (ammoNedded > 0 && gun.totalAmmo >= ammoNedded) { gun.ammoInJacket += ammoNedded; gun.totalAmmo -= ammoNedded; gun.reload(); acctualWeaponJacketAmmoText.text = gun.ammoInJacket.ToString(); acctualWeaponTotalAmmoText.text = gun.totalAmmo.ToString(); anim.SetTrigger("reload"); } } // HEAL if (Input.GetKeyDown(KeyCode.H) && healthPoints < 100 && amountOfApteczkaInt > 0) { amountOfApteczkaInt--; int healing = (int)(0.3 * 100); int acctualHeal = Random.Range(20, healing); healthPoints += acctualHeal; if (healthPoints > 100) { healthPoints = 100; } textHealthUI.text = healthPoints.ToString(); fillageOfHpImage.fillAmount = healthPoints / 100; } //left diagonal m1t1 if (moveAxis > 0 && turnAxis > 0) { moveSpeed = 0.9f; leftOrRight = 1.1f; } //left m0t1 else if (moveAxis == 0 && turnAxis > 0) { moveSpeed = 1.1f; leftOrRight = 1.1f; } //right diagonal m1t-1 else if (moveAxis > 0 && turnAxis < 0) { moveSpeed = 0.9f; leftOrRight = -1.1f; } //right m0t-1 else if (moveAxis == 0 && turnAxis < 0) { moveSpeed = 1.1f; leftOrRight = -1.1f; } //run sprint forwart else if (moveAxis > 0 && turnAxis == 0) { moveSpeed = 1.1f; leftOrRight = 0f; if (shiftKey) { moveSpeed = 2.5f; } if (inWater) { moveSpeed = 0.5f; } } //run back else if (moveAxis < 0 && turnAxis == 0) { moveSpeed = -1.1f; leftOrRight = 0f; } //stand still else { leftOrRight = 0f; moveSpeed = 0f; } //////////////////////// ///APPLY if (moveAxis < 0) { turnAxis *= -1; } ApplyInput(moveAxis, turnAxis); aimScript.SetRotation(mouseUpDown); anim.SetFloat("AimAngle", aimScript.GetAngle()); anim.SetFloat("moveSpeed", moveSpeed); anim.SetFloat("leftOrRight", leftOrRight); transform.Rotate(0, mouseLefRight, 0); } else { if (sceneName.Equals("Cave")) { respawn(); } } if (PlayerControllerTransform.killedOpponents == 3 && !areOppKilled) { areOppKilled = true; SceneManager.LoadScene("Cave"); } StepSound(); RenderHUD(); }