void GetPressStart() { if (GameInput.GetStart(0)) { EnemyLockOnStatus.RefreshLockablePlayers(); P1Left = totalLife - 1; P1ResTiming = 0f; P1.SetActive(true); cont.enabled = false; } if (GameInput.GetStart(1)) { EnemyLockOnStatus.RefreshLockablePlayers(); P2Left = totalLife - 1; P2ResTiming = 0f; P2.SetActive(true); cont.enabled = false; } }
void LockOnDetection() { Vector3 dir = lockOnAimPoint.transform.position - cam.transform.position; RaycastHit[] target = Physics.SphereCastAll(lockOnAimPoint.transform.position, lockOnRadius, dir); foreach (RaycastHit rch in target) { if (rch.transform.CompareTag("Target")) { EnemyLockOnStatus els = rch.transform.gameObject.GetComponent <EnemyLockOnStatus>(); if (els == null) { Debug.LogError("EnemyLockOnStatus Not Found"); continue; } if (lockedEnemies.Count < curMissiles && els.CheckLockable()) { if (lockOnSFX != null && sfx != null) { // LockOn Sound Effect sfx.PlayOneShot(lockOnSFX); } // Add the enemy locked on to array lockedEnemies.Add(rch.transform.gameObject); // Make a lockon mark MakeLockOnMark(rch.transform.gameObject); els.ResetLockOnInterval(); } } } }