// Update is called once per frame void Update() { if (WeaponSwap.InformWeapon() == false) { if (WeaponSwap.InformSwap() == true) { this.transform.localPosition = new Vector3(0, this.transform.localPosition.y - 0.06f * Time.deltaTime / 0.5f, 0); } else { this.transform.localPosition = new Vector3(0, 0.4f, 0f); } } else { if (WeaponSwap.InformSwap() == true) { this.transform.localPosition = new Vector3(0, this.transform.localPosition.y + 0.06f * Time.deltaTime / 0.5f, 0); } else { this.transform.localPosition = new Vector3(0, 0.34f, 0f); } } }
void Update() { if (WeaponSwap.InformQ() == true) { CrossHair.SetActive(false); return; } if (PLCameraFocus.InformForcusState() == true) { CrossHair.SetActive(true); } else { CrossHair.SetActive(false); } }
void Update() { if (WeaponSwap.InformQ() == true) { Count = 0f; FocusState = false; } Fov = UI.SettingPanel.FovController.InformFovValue(); PlayerCamera.fieldOfView = Fov; if (TimeManager.PreParationTime.InformPreparationState() == true) { FocusState = false; return; } if (WeaponSwap.InformQ() == true) { return; } if (TimeManager.MainPhaze.InformMainphaze() != true) { return; } if (Shoot.InformReloadState() == true) { FocusState = false; return; } if (Player.WeaponSwap.InformWeapon() == true) { Max = 0.25f; } else { Max = 0.5f; } if (Input.GetKey(KeyCode.Mouse1)) { Count += Time.deltaTime * 4; if (Count >= Max) { Count = Max; FocusState = true; } } else if (Count != 0) { Count -= Time.deltaTime * 4; if (Count <= 0) { Count = 0f; FocusState = false; } } PlayerCamera.fieldOfView = Fov / (Count + 1.0f); if (BluePrint.DrawBluePrint.InformPlayerState() == 3) { if (Buffcount < BuffcountMax) { Buffcount += Time.deltaTime; } PlayerCamera.fieldOfView *= Buffcount / 5 + 1.0f; } else { if (Buffcount > 0) { Buffcount -= Time.deltaTime; PlayerCamera.fieldOfView *= Buffcount / 5 + 1.0f; } else { Buffcount = 0f; } } }