// Use this for initialization protected override void Start() { // NAO CODIFICAR NESSA AREA. SOMENTE SE NECESSARIO base.Start(); // Codifique daqui para baixo; myCamera = Camera.main; base.CharacterType = ENUMERATORS.Character.CharacterTypeEnum.Player; // Initialize o controle de skills PlayerSkillSet = new PlayerSkills(); PlayerSkillSet.InitializePlayerSkills(this); CurrentGranade = null; _laserLineRenderer = GetComponent<LineRenderer>(); if (_laserLineRenderer != null) { _laserLineRenderer.enabled = true; _laserPoint = new GameObject(string.Concat(this.name, "LaserSpotLight"), typeof(Light)); _laserPoint.transform.SetParent(this.gameObject.transform); _laserPointLight = _laserPoint.GetComponent<Light>(); _laserPointLight.type = LightType.Spot; _laserPointLight.enabled = true; _laserPointLight.shadows = LightShadows.None; _laserPointLight.color = _laserLineRenderer.material.GetColor("_EmissionColor"); _laserPointLight.spotAngle = 20f; _laserPointLight.intensity = 4.5f; _laserPointLight.range = 1f; _laserPointLight.bounceIntensity = 0; } }
void Awake() { DontDestroyOnLoad(gameObject); CurrentGranade = null; PlayerInputController = GetComponent<PlayerInput>(); SetInitialAttributes(); SetupWeapons(); }
/// <summary> /// Metodo responsavel por gerenciar as acoes do personagem /// </summary> void HandleActions() { OnIronSight = false; //IsShooting = false; if (PlayerInputController.ThrowGranadeActionIsPressed) { if (GranadeCount > 0) { if (CurrentGranade == null) { CurrentGranade = ApplicationModel.Instance.GranadeTable[0].Pool.GetFromPool() as GranadeBase; } if (CurrentGranade != null) { CurrentGranade.CookGranade(); } } } else { if (PlayerInputController.ThrowGranadeActionWasRelease && CurrentGranade != null) { CurrentGranade.transform.position = transform.position + Vector3.up * 2f; CurrentGranade.ThrowGranade(transform.forward); //<AudioSource> ().PlayOneShot(base.audio[0]); CurrentGranade = null; GranadeCount--; } OnIronSight = PlayerInputController.AimActionIsPressed; // Handle Skills if (PlayerInputController.SkillSlot1_WasPressed) { PlayerSkillSet.PerformSkill(PlayerSkills.DPADController.LEFT); if (PlayerSkillSet.skillon) { GetComponent<AudioSource> ().PlayOneShot (skill); PlayerSkillSet.skillon = false; } } else if (PlayerInputController.SkillSlot2_WasPressed) { PlayerSkillSet.PerformSkill(PlayerSkills.DPADController.RIGHT); } } if (CurrentWeapon != null) { if (PlayerInputController.ShootActionIsPressed) CurrentWeapon.TriggerPressed(); if (PlayerInputController.ShootActionWasPressed) CurrentWeapon.TriggerWasPressed(); if (PlayerInputController.ReloadActionWasPressed) { CurrentWeapon.Reload(); } // Se estiver carregando nao pode olhar na mira OnIronSight = OnIronSight && !CurrentWeapon.IsReloading; } }