private void Start() { InvokeRepeating("EstimatePlayerVelocity_InvokeRepeating", 1.0f, velocityPollPeriod); WeapSelect = GetComponent <WeaponSelection>(); controller = GetComponent <CharacterController>(); PlayST = GetComponent <PlayerStats>(); playerInt = GetComponent <Interaction>(); audioSrc = GetComponent <AudioSource>(); rb = GetComponent <Rigidbody>(); SwordAni = SwordModel.GetComponent <AnimatedSword>(); playerSpeed = walkSpeed; rayDistance = controller.height * .5f + controller.radius; slideLimit = controller.slopeLimit - .1f; jumpTimer = antiBunnyHopFactor; myTransform = transform; canRun = true; }
public void EnableWeapon(int sword) { //audioSrc.PlayOneShot(selection); EnableSword = SwordModel.GetComponent <AnimatedSword>(); //if (sword == 0) //{ // Armed.SetActive(true); // arrows.enabled = true; // arrowUI.enabled = true; // weaponSelected.text = "Crossbow"; // broadSword.SetActive(false); // magicSword.SetActive(false); // thunderSword.SetActive(false); // crossBow.SetActive(true); // swordOfIce.SetActive(false); // Unarmed.SetActive(false); // crossbowImg.enabled = true; // broadSwordImg.enabled = false; // magicSwordImg.enabled = false; // thunderSwordImg.enabled = false; // swordOfIceImg.enabled = false; // UnarmedEnabled = false; //} if (sword == 1) { powcount = GetComponent <PowerCounter>(); Armed.SetActive(true); arrows.enabled = false; arrowUI.enabled = false; weaponSelected.text = "Broad Sword"; broadSword.SetActive(true); magicSword.SetActive(false); thunderSword.SetActive(false); crossBow.SetActive(false); swordOfIce.SetActive(false); Unarmed.SetActive(false); crossbowImg.enabled = false; broadSwordImg.enabled = true; magicSwordImg.enabled = false; thunderSwordImg.enabled = false; swordOfIceImg.enabled = false; UnarmedEnabled = false; powcount.EnableWeapon(1); EnableSword.SwordEquip(AnimatedSword.EquipSword.BroadSword); } if (sword == 2) { powcount = GetComponent <PowerCounter>(); Armed.SetActive(true); arrows.enabled = false; arrowUI.enabled = false; weaponSelected.text = "Flame Sword"; broadSword.SetActive(false); magicSword.SetActive(true); thunderSword.SetActive(false); crossBow.SetActive(false); swordOfIce.SetActive(false); Unarmed.SetActive(false); crossbowImg.enabled = false; broadSwordImg.enabled = false; magicSwordImg.enabled = true; thunderSwordImg.enabled = false; swordOfIceImg.enabled = false; UnarmedEnabled = false; powcount.EnableWeapon(2); EnableSword.SwordEquip(AnimatedSword.EquipSword.FlameSword); } if (sword == 3) { powcount = GetComponent <PowerCounter>(); Armed.SetActive(true); arrows.enabled = false; arrowUI.enabled = false; weaponSelected.text = "Electro Sword"; broadSword.SetActive(false); magicSword.SetActive(false); thunderSword.SetActive(true); crossBow.SetActive(false); swordOfIce.SetActive(false); Unarmed.SetActive(false); crossbowImg.enabled = false; broadSwordImg.enabled = false; magicSwordImg.enabled = false; thunderSwordImg.enabled = true; swordOfIceImg.enabled = false; UnarmedEnabled = false; powcount.EnableWeapon(3); EnableSword.SwordEquip(AnimatedSword.EquipSword.ThunderSword); } if (sword == 4) { powcount = GetComponent <PowerCounter>(); Armed.SetActive(true); arrows.enabled = false; arrowUI.enabled = false; weaponSelected.text = "Glacial Sword"; broadSword.SetActive(false); magicSword.SetActive(false); thunderSword.SetActive(false); crossBow.SetActive(false); swordOfIce.SetActive(true); Unarmed.SetActive(false); crossbowImg.enabled = false; broadSwordImg.enabled = false; magicSwordImg.enabled = false; thunderSwordImg.enabled = false; swordOfIceImg.enabled = true; UnarmedEnabled = false; EnableSword.SwordEquip(AnimatedSword.EquipSword.GlacialSword); powcount.EnableWeapon(4); } if (sword == 5) { arrows.enabled = false; arrowUI.enabled = false; weaponSelected.text = "Unarmed"; Armed.SetActive(false); Unarmed.SetActive(true); crossbowImg.enabled = false; broadSwordImg.enabled = false; magicSwordImg.enabled = false; thunderSwordImg.enabled = false; swordOfIceImg.enabled = false; UnarmedEnabled = true; } UnarmedEnabled = false; SwordAttacked = SwordModel.GetComponent <AnimatedSword>(); SwordAttacked.ResetAttacked(); }