private void FixedUpdate() { if (invItem != null) { if (invItem is ConsumableItem) { ConsumableItem it = (invItem as ConsumableItem); if (Text != null) { Text.text = it.Units + "/" + it.getConsumableStats().MaxUnits; } countDown.fillAmount = it.GetActualUseState(); } else if (invItem is GunController) { GunController it = (invItem as GunController); if (Text != null) { Text.text = it.FireState.mode + "\n" + it.ActualAmmo + "/" + it.getGunStats().maxClip; } } } }
public void GunControl() { ItemController selectedWeapon = inventary.GetSelectedAt("PrimaryWeapon"); if (selectedWeapon != null) { selectedWeapon.Show(); if (selectedWeapon is GunController) { states.Armed = true; GunController GUN = (selectedWeapon as GunController); this.SetHandState(GUN.getGunStats().HandsState); ik.LeftHandPosition = GUN.leftHandPosition; ik.LeftElbowPosition = GUN.leftElbowPosition; if (Player) { GUN.DrawCrossHair(cam); if (!states.Inventary) { if (states.Shooting) { if (!GUN.Attack(this)) { notShooting = false; } } else if (states.Reloading) { GUN.Use(this); } else if (states.FireMode) { GUN.NextFireState(); } } } } else { states.Armed = false; } } else { states.Armed = false; } InventaryGroup weaponGroup = inventary.GetGroup("PrimaryWeapon"); if (weaponGroup != null) { if (states.W1) { weaponGroup.Select(0); } if (states.W2) { weaponGroup.Select(1); } if (states.W3) { weaponGroup.Select(2); } } }