public override void Shoot() { if (audioTimer < -0.9f) { audioTimer = timerRate; } laserObj.SetActive(InputKeys.isDown(InputKeys.SHOOT) && equipped); if (InputKeys.isDown(InputKeys.SHOOT) && equipped) { //laserObj.SetActive(true); //should be able to migrate this here, but being cautious. audioTimer += Time.deltaTime; if (audioTimer >= timerRate) //prevents audio manager spamming { audioManager.PlayLoopedSound("Laserbeam"); audioTimer -= timerRate; } } else //should be unused now, but sleepy and 'aint broke' mentality. { if (audioTimer > 0.0f) { audioManager.StopSound("Laserbeam"); audioTimer = 0.0f; } } }
void Fire() { if (InputKeys.isDown(InputKeys.SHOOT) && equipped) { hitbox.enabled = true; em.enabled = true; audioTimer += Time.deltaTime; if (audioTimer >= timerRate) //will only send audio request every .25s. { audioTimer -= timerRate; audioManager.PlayLoopedSound("Flamethrower1"); print("TOLD MANAGER TO PLAY SOUND"); } } if (InputKeys.isPressed(InputKeys.SHOOT) && equipped) { hitbox.enabled = true; em.enabled = true; if (!firing) { firing = true; //audioManager.PlaySound("Flamethrower1"); } } }
public void ActivateAbility4() { if (InputKeys.isDown(InputKeys.ABL4) && !abilitySlots[3].passive) { abilitySlots[3].Activate(); } }
private void Shoot() { if (InputKeys.isDown(InputKeys.SHOOT)) { foreach (WeaponModule wep in weaponModules) { wep.Shoot(); } } }
public void OnPointerEnter(PointerEventData eventData) { if (equipped && !InputKeys.isDown(InputKeys.SHOOT)) { inst = Instantiate(info) as GameObject; inst.transform.parent = transform.parent.parent.parent; inst.transform.localScale = new Vector2(1, 1); inst.transform.position = new Vector2(transform.position.x + 50, transform.position.y - 75); inst.GetComponent <AbilityInfoPanelHover> ().HoverSet(nameUI, extraUI); } Debug.Log("Mouse Enter"); }
// Update is called once per frame protected override void Update() { base.Update(); if (!InputKeys.isDown(InputKeys.SHOOT)) { if (audioTimer > 0.0f) { audioManager.StopSound("Laserbeam"); audioTimer = -1.0f; } laserObj.SetActive(false); } }
public void OnPointerEnter(PointerEventData eventData) { if (equipped && !InputKeys.isDown(InputKeys.SHOOT)) { inst = Instantiate(info) as GameObject; inst.transform.parent = transform.parent.parent.parent; inst.transform.localScale = new Vector2(1, 1); inst.transform.position = new Vector2(transform.position.x + 50, transform.position.y - 75); inst.GetComponent <InfoPanelScriptHover> ().HoverSet(nameUI, (int)damageUI, (int)firerateUI, GetComponent <WeaponDraggable>()); } AudioManager.instance.PlaySound("HoverBeep"); Debug.Log("Mouse Enter"); }
void Fire() { if (InputKeys.isDown(InputKeys.SHOOT)) { hitbox.enabled = true; em.enabled = true; } if (InputKeys.isPressed(InputKeys.SHOOT)) { hitbox.enabled = true; em.enabled = true; if (!firing) { firing = true; audioManager.PlaySound("DarkWeapon"); } } }
// Update is called once per frame void Update() { print(pos); if (pos < tut.Length && !tut[pos].activeSelf) { if (pos == 6 && !inventPanel.gameObject.activeSelf) { tut [pos].SetActive(true); } else if (pos != 6) { tut [pos].SetActive(true); } } if (Input.GetKeyDown(KeyCode.G)) { SceneManager.LoadScene("Title"); Global.tutorial = false; } if (Input.GetKeyDown(KeyCode.Mouse0)) { if (pos != 2 && pos != 3 && pos != 4 && pos != 5 && pos != 10 && pos != 11 && pos != 9) { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } } } if (pos == 2) { if ((equipped.GetChild(3).name == "Basic (1)" && equipped.GetChild(2).name == "Basic (2)") || (equipped.GetChild(2).name == "Basic (1)" && equipped.GetChild(3).name == "Basic (2)")) { } else { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } } } if (pos == 3) { if (!abilityactive.activeSelf) { } else { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } } } if (pos == 4) { if (inventPanel.GetComponent <AbilityDragger>()) { if (inventPanel.GetComponent <AbilityDragger>().tutDrag) { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } } } } if (pos == 5) { if (!okcheck.activeSelf) { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } p.canMove = false; p.canShoot = false; } } /*if(pos == 8){ * if (Input.GetKeyDown (KeyCode.Mouse0)) { * for(int i = 0; i < tut.Length; i++){ * tut [i].SetActive (false); * } * stageProgressTracker.setActiveNode (1); * stageProgressTracker.setCompleteNode (0); * pos++; * } * } */ if (pos == 6) { if (!okcheck.gameObject.activeSelf) { if (Input.GetKeyDown(KeyCode.Mouse0)) { for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } pos++; } } } if (pos == 9 && !node) { node = true; stageProgressTracker.setCompleteNode(0); stageProgressTracker.setActiveNode(1); } if (pos == 9 && node) { if (InputKeys.isDown(InputKeys.UP) || InputKeys.isDown(InputKeys.DOWN) || InputKeys.isDown(InputKeys.LEFT) || InputKeys.isDown(InputKeys.RIGHT)) { p.canMove = true;; pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } } } if (pos == 10 && Input.GetKeyDown(KeyCode.Mouse0)) { pos++; for (int i = 0; i < tut.Length; i++) { tut [i].SetActive(false); } p.canShoot = true; } if (pos == 11) { if (!spawner.activeSelf) { spawner.SetActive(true); } } }
private void Move() { if (Input.GetKeyDown(KeyCode.O)) { health += 10; } //if (!frozen) { // speedModified = false; //} if (!frozen) { if (InputKeys.isDown(InputKeys.SLOW)) { playerSpeedMultiplier = 0.5f; } else if (!InputKeys.isDown(InputKeys.SLOW)) { playerSpeedMultiplier = 1.0f; } } else { playerSpeedMultiplier = 0.3f; } if (frozenCounter >= 0) { frozenCounter -= Time.deltaTime; } else { frozen = false; } if (InputKeys.isDown(InputKeys.RIGHT)) { if (transform.position.x < boundsX2) { transform.position = new Vector2(transform.position.x + (speed * playerSpeedMultiplier * Time.deltaTime), transform.position.y); } } if (InputKeys.isDown(InputKeys.LEFT)) { if (transform.position.x > boundsX1) { transform.position = new Vector2(transform.position.x - (speed * playerSpeedMultiplier * Time.deltaTime), transform.position.y); } } if (InputKeys.isDown(InputKeys.UP)) { if (transform.position.y < boundsY2) { transform.position = new Vector2(transform.position.x, transform.position.y + (speed * playerSpeedMultiplier * Time.deltaTime)); } } if (InputKeys.isDown(InputKeys.DOWN)) { if (transform.position.y > boundsY1) { transform.position = new Vector2(transform.position.x, transform.position.y - (speed * playerSpeedMultiplier * Time.deltaTime)); } } }