Esempio n. 1
0
 // Update is called once per frame
 void Update()
 {
     if (_input.GetButton("UseItem1"))
     {
         if (!_itemPressed)
         {
             _itemPressed = true;
             HealthPotionItem.Use(_status);
             ItemGUI.Instance.UpdateItems();
         }
     }
     else if (_input.GetButton("UseItem2"))
     {
         if (!_itemPressed)
         {
             _itemPressed = true;
             MagicPotionItem.Use(_status);
             ItemGUI.Instance.UpdateItems();
         }
     }
     else
     {
         _itemPressed = false;
     }
 }
Esempio n. 2
0
    void Update()
    {
        // Store the input axes.
        h = Input.GetAxis("Horizontal");
        v = Input.GetAxis("Vertical");

        // Set the input axes on the Animator Controller.
        anim.SetFloat(hFloat, h, 0.1f, Time.deltaTime);
        anim.SetFloat(vFloat, v, 0.1f, Time.deltaTime);

        // Toggle sprint by input.
        sprint = Input.GetButton(sprintButton);

        // Set the correct camera FOV for sprint mode.
        if (IsSprinting())
        {
            changedFOV = true;
            camScript.SetFOV(sprintFOV);
        }
        else if (changedFOV)
        {
            camScript.ResetFOV();
            changedFOV = false;
        }
        // Set the grounded test on the Animator Controller.
        anim.SetBool(groundedBool, IsGrounded());
    }
Esempio n. 3
0
    // Update is used to set features regardless the active behaviour.
    void Update()
    {
        // Activate/deactivate aim by input.
        if (Input.GetAxisRaw(aimButton) != 0 && !aim)
        {
            StartCoroutine(ToggleAimOn());
        }
        else if (aim && Input.GetAxisRaw(aimButton) == 0)
        {
            StartCoroutine(ToggleAimOff());
        }

        // No sprinting while aiming.
        canSprint = !aim;

        // Toggle camera aim position left or right, switching shoulders.
        if (aim && Input.GetButtonDown(shoulderButton))
        {
            aimCamOffset.x   = aimCamOffset.x * (-1);
            aimPivotOffset.x = aimPivotOffset.x * (-1);
        }

        // Set aim boolean on the Animator Controller.
        behaviourManager.GetAnim.SetBool(aimBool, aim);

        // Weapon control
        if (weapon != null)
        {
            if (aim)
            {
                weapon.weaponAim(true);
            }
            else
            {
                weapon.weaponAim(false);
            }
            if (Input.GetButton("Fire1"))
            {
                weapon.Fire();
            }
        }
    }