void CycleWeapons() { if (m_currentWeaponTime < m_weaponChangeTime) { m_currentWeaponTime += Time.deltaTime; } if (m_currentWeaponTime >= m_weaponChangeTime) { int type = -1; type = UnityEngine.Random.Range(0, (int)WeaponMgr.WeaponType.WEAPON_COUNT); if (type == (int)WeaponMgr.ACTIVE_WEAPON_TYPE) { if (type > 0) { type -= 1; } else { type += 1; } } //Debug.Log("Weapon taaaaaaip: " + type); WeaponMgr.ChangeWeapon((WeaponMgr.WeaponType)type); // re-init weapon bs m_currentWeaponTime = 0; m_weaponChangeTime = UnityEngine.Random.Range(minRange, maxRange); //Debug.Log("Weapon cycle time: " + m_weaponChangeTime); } }
void ListenToWeaponCycle() { WeaponMgr.WeaponType type = WeaponMgr.ACTIVE_WEAPON.GetWeaponType(); if (OVRGamepadController.GPC_GetButtonDown(OVRGamepadController.Button.LeftShoulder)) { Debug.Log("CYCLE LEFT WPN"); // cycle weapon left if (type > 0) { WeaponMgr.ChangeWeapon(type - 1); } } else if (OVRGamepadController.GPC_GetButtonDown(OVRGamepadController.Button.RightShoulder)) { Debug.Log("CYCLE RIGHT WPN"); // cycle weapon right if (type < (WeaponMgr.WeaponType.WEAPON_COUNT - 1)) { WeaponMgr.ChangeWeapon(type + 1); } } }