Exemple #1
0
        public void ShootAndLandMineUi(Vector2 direction = default(Vector2))
        {
            UIJoystick Uijoy = FindObjectOfType <UIJoystick>();

            //shoot bullet on left mouse click
            if (projectile == false && landmine == false)
            {
                Uijoy.UIBullet();

                Shoot();
            }
            else if (landmine == true && projectile == false)
            {
                GameObject obj = PoolManager.Spawn(bullets[2], transform.position, Quaternion.identity);

                obj.GetComponent <Landmine>().stateWepon = StateWepon;

                landmine = false;
            }
        }
Exemple #2
0
        IEnumerator OnProjectileShootRoutine()
        {
            while (true)
            {
                UIJoystick Uijoy = FindObjectOfType <UIJoystick>();
                //shoot bullet on left mouse click
                if (projectile == false && landmine == false)
                {
                    Uijoy.UIBullet();

                    if (Input.GetButton("Fire1"))
                    {
                        Shoot();
                    }
                }
                else if (projectile == true && landmine == false)
                {
                    Uijoy.UIProjectile();

                    if (Input.GetButton("Fire1"))
                    {
                        m_BulletSpeed += Time.deltaTime * 5f;
                        DrawLineProjectile();
                    }
                    else if (Input.GetButtonUp("Fire1"))
                    {
                        ShootProjectile();

                        projectile = false;

                        m_BulletSpeed            = defaultBulletSpeed;
                        renderLine.positionCount = 0;

                        lastProjectilePosition.gameObject.SetActive(false);

                        yield return(new WaitForSeconds(fireRate));
                    }
                }
                else if (landmine == true && projectile == false)
                {
                    Uijoy.UILandmine();

                    if (Input.GetButton("Fire1"))
                    {
//                        PoolManager.Spawn(landMine, transform.position, Quaternion.identity);
                        GameObject obj = PoolManager.Spawn(bullets[2], transform.position, Quaternion.identity);

                        obj.GetComponent <Landmine>().stateWepon = StateWepon;

                        landmine = false;
                    }
                }
                else
                {
                    landmine   = false;
                    projectile = false;
                }

                yield return(null);
            }
        }