// Update is called once per frame void Update() { accessSoul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soulCount = accessSoul.souls; if (Input.GetKeyDown(KeyCode.O)) { Debug.Log(startRange); Debug.Log(startRate); } if (target == null) { return; } //Target Lock-On Vector3 dir = target.position - transform.position; Quaternion lookRotation = Quaternion.LookRotation(dir); Vector3 rotation = Quaternion.Lerp(partToRotate.rotation, lookRotation, Time.deltaTime * turnSpeed).eulerAngles; partToRotate.rotation = Quaternion.Euler(0f, rotation.y, 0f); if (fireCountdown <= 0f) { Shoot(); fireCountdown = 1f / fireRate; } fireCountdown -= Time.deltaTime; }
// Use this for initialization void Start() { accessSouls = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); currentHealth = startHealth; repairText.text = (""); }
public void ResetSoulCount() { SoulHolder soul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soul.ResetSoulCount(); Debug.Log("Souls Reset"); }
public void MainMenuButton() { SceneManager.LoadScene("Start Menu"); SoulHolder soul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soul.ResetSoulCount(); Debug.Log("Souls Reset"); }
public void RestartTheGame() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); SoulHolder soul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soul.ResetSoulCount(); Debug.Log("Souls Reset"); }
// Update is called once per frame void Update() { if ((currentAmmo == 0) && (backupAmmo == 0)) { reloadAnim.enabled = !reloadAnim.enabled; } accessSoul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soulCount = accessSoul.souls; timer += Time.deltaTime; if (Input.GetKeyDown(KeyCode.L)) { Destroy(GameObject.FindWithTag("Enemy")); } if ((currentAmmo == 0) && (backupAmmo != 0) && (!isReloading)) { StartCoroutine(reload()); audioSource.PlayOneShot(reloading, 0.1f); } if (Input.GetButtonDown("Fire1") && timer > fireRate && currentAmmo > 0 && !isReloading) { StartCoroutine(Fire()); timer = 0; audioSource.PlayOneShot(shoot, 0.1f); } if ((Input.GetKeyDown(KeyCode.R)) && (backupAmmo > 0) && (currentAmmo < 5)) { StartCoroutine(reload()); audioSource.PlayOneShot(reloading, 0.1f); } currAmmo.text = "Ammo: " + currentAmmo.ToString() + " / " + backupAmmo.ToString(); if (backupAmmo == startBackupAmmo) { AmmoButton.SetActive(false); } else { AmmoButton.SetActive(true); } }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
// Update is called once per frame void Update() { accessSoul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soulCount = accessSoul.souls; if (clickCount == 5) { upgradeButton.SetActive(false); rangeUpgrade.text = "Maxed"; rateUpgrade.text = "Maxed"; damageUpgrade.text = "Maxed"; healthUpgrade.text = "Maxed"; levelText.color = Color.green; Debug.Log("Fully Upgraded"); } }
// Update is called once per frame void Update() { accessSoul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soulCount = accessSoul.souls; backupAmmo = ammoCount.backupAmmo; if (soulCount >= 1000 && !isLearnt) { tasTurretEnabled = true; } if (soulCount >= 500 && backupAmmo <= 0 && !isLearnt) { tasAmmoEnabled = true; } if (Input.GetKeyDown(KeyCode.Return)) { isLearnt = true; tasTurretEnabled = false; tasAmmoEnabled = false; } }
void Update() { accessSoul = GameObject.FindWithTag("SoulHolder").GetComponent <SoulHolder>(); soulCount = accessSoul.souls; }