// Start is called before the first frame update void Start() { Debug.Log("This is level: " + level); //rb = GetComponent<Rigidbody>(); currentWeapon = laserGun; characterController = GetComponent <CharacterController>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
IEnumerator RapidFire() { print("TEST"); GameObject gun = GameObject.Find("FPSController/FirstPersonCharacter/PM-40_Variant1/"); RayCastShoot raycast = gun.GetComponent <RayCastShoot>(); raycast.fireRate = 0.14f; raycast.currentAmmo = 30; raycast.maxAmmo = 30; raycast.SetAmmoText(); GameObject textUI = GameObject.Find("HUD/PowerType/"); Text powerType = textUI.GetComponent <Text>(); powerType.text = "Rapid Fire!"; //print("PowerupGiven"); yield return(new WaitForSeconds(30f)); raycast.fireRate = 0.25f; if (raycast.currentAmmo > 15) { raycast.currentAmmo = 15; } raycast.maxAmmo = 15; raycast.SetAmmoText(); powerType.text = "Powerup Removed"; print("Powerup Removed"); yield return(new WaitForSeconds(5f)); powerType.text = ""; GameObject anotherPowerup = GameObject.Find("PowerupLocations/"); DeployPowerup deploy = anotherPowerup.GetComponent <DeployPowerup>(); yield return(new WaitForSeconds(5f)); deploy.ChooseSpawners(2); print("ANOTHER POWERUP SPAWNED"); // Remove Powerup Destroy(gameObject); //print("GameObject removed"); }
IEnumerator DoubleDamage() { GameObject gun = GameObject.Find("FPSController/FirstPersonCharacter/PM-40_Variant1/"); RayCastShoot raycast = gun.GetComponent <RayCastShoot>(); raycast.gunDamage = 2; //print("PowerupGiven"); yield return(new WaitForSeconds(10f)); raycast.gunDamage = 1; print("Powerup Removed"); // Remove Powerup Destroy(gameObject); //print("GameObject removed"); }
private void GetCurrentWeaponType() { rayCastShoot = currentWep.GetComponent <RayCastShoot>(); projectileShoot = currentWep.GetComponent <ProjectileShoot>(); if (rayCastShoot != null) { wepType = WeaponType.raycast; } else if (projectileShoot != null) { wepType = WeaponType.projectile; } else { wepType = WeaponType.noncombat; } }
IEnumerator DoubleDamage() { GameObject gun = GameObject.Find("FPSController/FirstPersonCharacter/PM-40_Variant1/"); RayCastShoot raycast = gun.GetComponent <RayCastShoot>(); raycast.gunDamage = 2; GameObject textUI = GameObject.Find("HUD/PowerType/"); Text powerType = textUI.GetComponent <Text>(); powerType.text = "Double Damage!"; //print("PowerupGiven"); yield return(new WaitForSeconds(30f)); raycast.gunDamage = 1; //print("Powerup Removed"); powerType.text = "Powerup Removed"; yield return(new WaitForSeconds(5f)); powerType.text = ""; GameObject anotherPowerup = GameObject.Find("PowerupLocations/"); DeployPowerup deploy = anotherPowerup.GetComponent <DeployPowerup>(); yield return(new WaitForSeconds(5f)); deploy.ChooseSpawners(3); print("ANOTHER POWERUP SPAWNED"); // Remove Powerup Destroy(gameObject); //print("GameObject removed"); }
IEnumerator RapidFire() { GameObject gun = GameObject.Find("FPSController/FirstPersonCharacter/PM-40_Variant1/"); RayCastShoot raycast = gun.GetComponent <RayCastShoot>(); print("TEST"); raycast.fireRate = 0.1f; raycast.currentAmmo = 30; raycast.maxAmmo = 30; raycast.SetAmmoText(); //print("PowerupGiven"); yield return(new WaitForSeconds(10f)); raycast.fireRate = 0.25f; raycast.currentAmmo = 15; raycast.maxAmmo = 15; raycast.SetAmmoText(); print("Powerup Removed"); // Remove Powerup Destroy(gameObject); //print("GameObject removed"); }
// Update is called once per frame void Update() { if (Input.GetKeyDown("i")) { LookSentitivity += 0.2f; } if (Input.GetKeyDown("k")) { LookSentitivity -= 0.2f; } // Movement transform.Rotate(Vector3.up, Input.GetAxis("Mouse X") * LookSentitivity); // head rotation rotationY += Input.GetAxis("Mouse Y") * LookSentitivity; rotationY = Mathf.Clamp(rotationY, -90, 90); head.transform.localEulerAngles = new Vector3(-rotationY, head.transform.localEulerAngles.y, 0); //head.transform.Rotate(Vector3.right, -Input.GetAxis("Mouse Y") * LookSentitivity); // rb.MovePosition(transform.position + transform.forward * Input.GetAxis("Vertical") * MovementSpeed * Time.deltaTime + transform.right * Input.GetAxis("Horizontal") * MovementSpeed * Time.deltaTime); if (characterController.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = Input.GetAxis("Horizontal") * transform.right + transform.forward * Input.GetAxis("Vertical"); moveDirection *= MovementSpeed; if (Input.GetButton("Jump")) { moveDirection.y = JumpPower; } else { if (NextStep < Time.time && (Mathf.Abs(Input.GetAxis("Horizontal")) > 0.1 || Mathf.Abs(Input.GetAxis("Vertical")) > 0.1)) { NextStep = Time.time + StepSoundColddown; AudioManeger.main.Play(AudioManeger.main.StepSound, feetPosition.position); } } } // Apply gravity. Gravity is multiplied by deltaTime twice (once here, and once below // when the moveDirection is multiplied by deltaTime). This is because gravity should be applied // as an acceleration (ms^-2) moveDirection.y -= Gravity * Time.deltaTime; // Move the controller characterController.Move(moveDirection * Time.deltaTime); if (currentWeapon.reloading == false) { if (Input.GetButton("Weapon1")) { currentWeapon = laserGun; sniper.gameObject.SetActive(false); currentWeapon.gameObject.SetActive(true); } if (Input.GetButton("Weapon2")) { currentWeapon = sniper; laserGun.gameObject.SetActive(false); currentWeapon.gameObject.SetActive(true); } } healthText.text = "HP: " + currentHealth.ToString(); }