// Update is called once per frame void Update() { //Trigger Value m_device = SteamVR_Controller.Input((int)m_trackedObject.index); //Trigger down if (m_device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)) { m_pistol.Fire(); } //Trigger up if (m_device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) { m_pistol.FireRelease(); } //Grip button if (m_device.GetPress(SteamVR_Controller.ButtonMask.Grip)) { StartCoroutine(m_pistol.Reload()); } //Set Trigger Vector2 triggerValue = m_device.GetAxis(EVRButtonId.k_EButton_SteamVR_Trigger); m_pistol.SetTriggerRotation(triggerValue.x); }
private void Update() { CheckFireInput(); CheckMovementInput(); if (Input.GetKeyDown(KeyCode.R)) { Rifle.Reload(); Pistol.Reload(); } }
private void InitializeWeapons() { pistol = new Pistol(); rifle = new Rifle(); weaponArray = new Weapon[2]; weaponArray[0] = pistol; weaponArray[1] = rifle; pistol.Reload(); rifle.Reload(); ActiveWep = weaponArray[0]; setActiveWeapon(0); Debug.Log("Active weapon is now a " + ActiveWep); timeSinceFired = 0; }