void HandleInput(GameObject dragObject) { if (Input.GetKeyDown(KeyCode.E)) { if (!isDragging) { currentDragObject = dragObject; isDragging = true; } else { currentDragObject = null; isDragging = false; } } if (Input.GetKeyDown(KeyCode.Q)) { InjuredSoldier soldier = dragObject.GetComponent <InjuredSoldier>(); if (!soldier.isStableized && numMedkits > 0) { soldier.Stableize(); numMedkits--; RenderMedkits(); } } if (currentDragObject) { currentDragObject.transform.position = transform.position; } }
IEnumerator SpawnInjuredSoldier() { while (isPlaying) { InjuredSoldier soldierObject = (InjuredSoldier)Instantiate(injuredSoldier, new Vector3(positionToSpawnSoldier.x, positionToSpawnSoldier.y, 0.1f), Quaternion.identity); positionToSpawnSoldier = Random.insideUnitCircle * injuredSoldierSpawnRadius; playerController.injuredSoldiers.Add(soldierObject); yield return(new WaitForSeconds(injuredSoldierSpawnRate)); } }
void OnTriggerExit(Collider col) { if (col.gameObject.tag == "Player") { isPlayerInRadius = false; } if (col.gameObject.tag == "InjuredSoldier") { isSoldierInRadius = false; soldier = null; } }
void OnTriggerEnter(Collider col) { if (col.gameObject.tag == "Player") { isPlayerInRadius = true; } if (col.gameObject.tag == "InjuredSoldier") { isSoldierInRadius = true; soldier = col.gameObject.GetComponent <InjuredSoldier>(); } }