// Update is called once per frame
    void Update()
    {
        if (!gameManager.instance.isPaused && !character.dead)
        {
            Vector3 cameraPosition = character.transform.position;
            if (Input.GetKeyDown(KeyCode.E))
            {
                eHeldTime = 0f;
            }
            if (Input.GetKey(KeyCode.E))
            {
                cameraPosition = Vector3.Lerp(character.transform.position, character.transform.position + new Vector3((Input.mousePosition.x - (Screen.width * 0.5f)) / Screen.width, (Input.mousePosition.y - (Screen.height * 0.5f)) / Screen.height, character.transform.position.z) * 5f, eHeldTime);
//				cameraPosition += new Vector3 ((Input.mousePosition.x - (Screen.width * 0.5f)) / Screen.width, (Input.mousePosition.y - (Screen.height * 0.5f)) / Screen.height, 0f) * 5f;
                eHeldTime += Time.deltaTime * 3;
            }
            inputHandler.cameraTo(cameraPosition);
            character.transform.rotation = Quaternion.LookRotation(Vector3.forward, (Vector2)character.transform.position - inputHandler.mousePoint());
            character.body.velocity      = new Vector2(Input.GetAxis("Horizontal") * character.speed, Input.GetAxis("Vertical") * character.speed);
            if (Input.GetMouseButtonDown(0))
            {
                characterFire();
            }
            else if (Input.GetMouseButtonDown(1))
            {
                if (character.weapon)
                {
                    Debug.Log("Dropping");
                    character.drop();
                }
                else
                {
                    Debug.Log("Picking up");
                    foreach (RaycastHit2D hit in Physics2D.RaycastAll(character.transform.position, Vector2.zero, Mathf.Infinity, LayerMask.GetMask("Weapon")))
                    {
                        if (hit.collider && hit.collider.tag == "weapon")
                        {
                            Weapon weapon = hit.collider.gameObject.GetComponent <Weapon> ();
                            if (weapon && !weapon.held)
                            {
                                Debug.Log("Equipping Weapon: " + weapon);
                                character.equip(weapon);
                                break;
                            }
                        }
                    }
                }
            }
            else if (Input.GetMouseButton(0) && character.weapon && character.weapon.auto)
            {
                characterFire();
            }
        }
        character.body.angularVelocity = 0.0f;
    }
Exemple #2
0
 // Use this for initialization
 void Start()
 {
     unit.GetComponent <SpriteRenderer> ().sprite = gameManager.instance.getRandomEnemySprite();
     unit.equip((Weapon)GameObject.Instantiate(gameManager.instance.getRandomWeapon(), transform.position, transform.rotation));
     gameManager.instance.enemies.Add(this);
 }