Esempio n. 1
0
 private void Update()
 {
     VerifyLocalController();
     for (int i = 0; i < tools.Length; i++)
     {
         if (tools[i] != null)
         {
             tools[i].Update();
         }
     }
     if (tools[1].UseAble() && !battleChat.IsChatting && custom_inputs.Instance.GetButtonDown(input[0]) && localController != null && localController.CanControl())
     {
         tools[1].Use();
         if (tools[0].UseAble())
         {
             tools[1].AddActiveItem(tools[0].GetActiveItem());
             tools[0].ResetSlot();
         }
     }
     if (tools[1].UseAble() && tools[0].UseAble() && !battleChat.IsChatting && custom_inputs.Instance.GetButtonDown(input[1]) && localController != null && localController.CanControl())
     {
         ActiveItemData activeItem = tools[1].GetActiveItem();
         tools[1].ResetSlot();
         tools[1].AddActiveItem(tools[0].GetActiveItem());
         tools[0].ResetSlot();
         tools[0].AddActiveItem(activeItem);
         GameObject gameObject = GameObject.Find("Me");
         if (null != gameObject)
         {
             AudioSource component = gameObject.GetComponent <AudioSource>();
             if (component != null)
             {
                 component.PlayOneShot(sndItemSwap);
             }
         }
     }
 }
 private bool CanFire()
 {
     return(localController.CanControl());
 }
    public void Update()
    {
        deltaTime += Time.deltaTime;
        if (desc != null && !battleChat.IsChatting && controller != null && controller.IsDead)
        {
            switch (desc.name)
            {
            case "respawn":
                Respawn();
                break;

            case "just_respawn":
                JustRespawn();
                break;
            }
        }
        keyPressed = custom_inputs.Instance.GetButtonDown(input);
        if (desc != null && !battleChat.IsChatting && keyPressed && controller != null && controller.CanControl())
        {
            switch (desc.name)
            {
            case "auto_reload":
                active = !active;
                break;

            case "heal":
                if (!Heal(100))
                {
                    ErrorSound();
                }
                break;

            case "heal50":
                if (!Heal(50))
                {
                    ErrorSound();
                }
                break;

            case "heal30":
                if (!Heal(30))
                {
                    ErrorSound();
                }
                break;

            case "assault_ammo":
                if (!ChargeAssaultAmmo())
                {
                    ErrorSound();
                }
                break;

            case "speedup":
                if (!SpeedUp())
                {
                    ErrorSound();
                }
                break;

            case "heartbeat_radar":
                if (!HeartbeatDetect())
                {
                    ErrorSound();
                }
                break;

            case "grenade_ammo":
                if (!ChargeGrenadeAmmo())
                {
                    ErrorSound();
                }
                break;

            case "pistol_ammo":
                if (!ChargePistolAmmo())
                {
                    ErrorSound();
                }
                break;

            case "heavy_ammo":
                if (!ChargeHeavyAmmo())
                {
                    ErrorSound();
                }
                break;

            case "sniper_ammo":
                if (!ChargeSniperAmmo())
                {
                    ErrorSound();
                }
                break;

            case "submachine_ammo":
                if (!ChargeSubmachineAmmo())
                {
                    ErrorSound();
                }
                break;

            case "auto_heal":
                active = !active;
                break;

            case "just_respawn":
                active = !active;
                break;
            }
        }
    }