Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     if (!UImanagerExists)
     {
         UImanagerExists = true;
         DontDestroyOnLoad(transform.gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
     playerCtrl   = FindObjectOfType <MovemnetPlayerController>();
     playerHealth = FindObjectOfType <PlayerHealthManager>();
     playerLevel  = FindObjectOfType <PlayerLevel>();
 }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        movementPlayer = GetComponent <MovemnetPlayerController>();
        //cam = GameObject.Find("TestCamera").GetComponent<Camera>();
        //mousePosition = cam.ScreenToWorldPoint(Input.mousePosition).normalized;

        //aimAngel = Vector2.Angle(Vector2.up, mousePosition);
        //crossProduct = Vector3.Cross(Vector2.up, mousePosition);

        //if (crossProduct.z < 0)
        //    aimAngel = 360 - aimAngel;

        if (Input.GetButtonDown("Fire1"))
        {
            if (movementPlayer.playerRangedAttacking == false)
            {
                attackTimeCounter = movementPlayer.attackTime;
                movementPlayer.playerRangedAttacking = true;
                arrow = (GameObject)Instantiate(projectilePrefab, transform.position, Quaternion.Euler(90f, 0f, 0f));
                Projectiles.Add(arrow);
                rigidbody = arrow.GetComponent <Rigidbody>();
                Vector3 arrowDirection = new Vector3(movementPlayer.lastMove.x, 0f, movementPlayer.lastMove.z);
                rigidbody.AddForce(arrowDirection * projectileVelocity, ForceMode.Impulse);

                Destroy(arrow, 3.0f);
            }
        }

        if (attackTimeCounter > 0)
        {
            attackTimeCounter -= Time.deltaTime;
        }

        if (attackTimeCounter < 0)
        {
            movementPlayer.playerRangedAttacking = false;
            movementPlayer.ani.SetBool("PlayerRangedAttacking", false);
        }
        PlayerRangedAttackCheck();
    }