public override void Update(GunController gun)
    {
        m_currPlayingFire = gun.m_gunAnimator.GetCurrentAnimatorStateInfo(0).IsName("fire");

        // To aim state.
        if (MyInput.GetButtonDown("Fire2"))
        {
            if (gun.IsSecondaryState(this))
            {
                gun.ChangeState(new GunStateAim());
            }
            else
            {
                gun.AddSecondaryState(new GunStateAim());
            }
        }

        // End fire.
        if (
            ((gun.m_fireMode != FireMode.Launcher) && MyInput.GetButtonUp("Fire1")) ||
            ((gun.m_fireMode == FireMode.Launcher) && m_prevPlayingFire && !m_currPlayingFire)
            )
        {
            if (gun.IsSecondaryState(this))
            {
                gun.RemoveSecondaryState();
            }
            else
            {
                gun.ChangeState(new GunStateIdle());
            }
        }

        m_prevPlayingFire = m_currPlayingFire;
    }
Exemple #2
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    public override void Update(GunController gun)
    {
        // To fire state.
        if (MyInput.GetButtonDown("Fire1"))
        {
            if (gun.NBullets > 0)
            {
                gun.AddSecondaryState(new GunStateFire());
            }
            else
            {
                GameStats._MessageNotifier.PushFloatMessage("Out of bullet");
                GameStats._GunsManager.GetComponent <AudioSource>().PlayOneShot(gun.m_emptyFireSound);
            }
        }

        // End aim.
        if (MyInput.GetButtonUp("Fire2"))
        {
            if (gun.IsSecondaryState(this))
            {
                gun.RemoveSecondaryState();
            }
            else
            {
                gun.ChangeState(new GunStateIdle());
            }
        }
    }
 public override void Update(GunController gun)
 {
     // End reload.
     if (!gun.m_gunAnimator.GetCurrentAnimatorStateInfo(0).IsName("reload"))
     {
         gun.ChangeState(new GunStateIdle());
     }
 }
    public override void Update(GunController gun)
    {
        m_currPlayingDraw = gun.m_gunAnimator.GetCurrentAnimatorStateInfo(0).IsName("draw");

        if (m_prevPlayingDraw && !m_currPlayingDraw)
        {
            gun.ChangeState(new GunStateIdle());
        }

        m_prevPlayingDraw = m_currPlayingDraw;
    }
Exemple #5
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    public override void Update(GunController gun)
    {
        // To fire state.
        if (MyInput.GetButtonDown("Fire1") && (gun.m_fireMode != FireMode.Launcher))
        {
            if (gun.NBullets > 0)
            {
                gun.ChangeState(new GunStateFire());
            }
            else
            {
                GameStats._MessageNotifier.PushFloatMessage("Out of bullet");
                GameStats._GunsManager.GetComponent <AudioSource>().PlayOneShot(gun.m_emptyFireSound);
            }
        }

        // To aim state.
        if (MyInput.GetButtonDown("Fire2"))
        {
            gun.ChangeState(new GunStateAim());
        }

        // To reload state.
        if (MyInput.GetButtonDown("Reload") && (gun.m_fireMode != FireMode.Launcher))
        {
            if (gun.NMagazines > 0)
            {
                gun.ChangeState(new GunStateReload());
            }
            else
            {
                GameStats._MessageNotifier.PushFloatMessage("Out of magazine");
                GameStats._GunsManager.GetComponent <AudioSource>().PlayOneShot(gun.m_emptyFireSound);
            }
        }
    }
    void FixedUpdate()
    {
        float mouseXMovement = Input.GetAxis("Mouse X");
        float mouseYMovement = Input.GetAxis("Mouse Y");
        float tankMovement   = Input.GetAxis("Horizontal");
        float bodyMovement   = Input.GetAxis("Vertical");

        body.Turn(tankMovement);
        turret.Turn(mouseXMovement);
        MoveTank(bodyMovement);
        cannon.Turn(mouseYMovement);



        if (Input.GetButton("Fire1") && cannonTimer >= cannonFireRate && cannon.CanFire())
        {
            cannonTimer = 0f;
            cannon.Fire();
        }

        if (Input.GetButtonDown("Fire2") && gun.currentState != FireMode.Auto)
        {
            gun.Fire();
        }
        else if (Input.GetButton("Fire2") && !isGunShooting && gun.currentState == FireMode.Auto)
        {
            isGunShooting = true;
            gun.Auto();
        }
        else if (Input.GetButtonUp("Fire2") && isGunShooting && gun.currentState == FireMode.Auto)
        {
            isGunShooting = false;
            gun.StopFire();
        }

        if (Input.GetKeyDown(KeyCode.F))
        {
            gun.ChangeState();
            gun.StopFire();
            isGunShooting = false;
        }
    }