private void OnWeaponPoweUpGet(Item i) { shootType = TypeOfShoot.ChargeShot; Debug.Log(shootType); boulderOn = shootType == TypeOfShoot.Boulder ? true : false; hommingOn = shootType == TypeOfShoot.Homming ? true : false; penetratingBulletsOn = (shootType == TypeOfShoot.Penetrating || shootType == TypeOfShoot.ChargeShot) ? true : false; weaponPowerUp = true; WeaponPowerUpTimer = 0f; PopLabel(shootType.ToString()); }
private void Update() { rAxis = Input.GetAxis(inputPlayer.RTrigger); lAxis = Input.GetAxis(inputPlayer.LTrigger); if (rAxis >= 1f && !triggerTouched) { currentColor.CicleUpColor(); UpdateAimColor(); triggerTouched = true; } if (lAxis >= 1f && !triggerTouched) { currentColor.CicleDownColor(); UpdateAimColor(); triggerTouched = true; } if (lAxis == 0f && rAxis == 0f) { triggerTouched = false; } if (doubleDamage) { itemDamageBonusTimer += Time.deltaTime; if (itemDamageBonusTimer >= lifetimeItemDamageBonus) { itemDamageBonusTimer = 0; doubleDamage = false; itemDamageBonus = 1; } } if (weaponPowerUp) { WeaponPowerUpTimer += Time.deltaTime; if (WeaponPowerUpTimer >= lifetimeItemWeaponPowerUp) { WeaponPowerUpTimer = 0; weaponPowerUp = false; shootType = TypeOfShoot.Normal; boulderOn = false; hommingOn = false; } } }
public void PowerUpGun() { if (typeOfShoot == TypeOfShoot.TRIPLE) { typeOfShoot = TypeOfShoot.MISIL; _player.NotifyObservers("StartMisilCount"); } else if (typeOfShoot == TypeOfShoot.AUTOMATIC) { typeOfShoot = TypeOfShoot.TRIPLE; _player.NotifyObservers("StartTripleCount"); } else if (typeOfShoot == TypeOfShoot.MISIL) { typeOfShoot = TypeOfShoot.MISIL; } }
public void ShootByType(TypeOfShoot pTypeOfShot) { switch (pTypeOfShot) { case TypeOfShoot.AUTOMATIC: automaticStrategy.Shoot(); break; case TypeOfShoot.TRIPLE: tripleStrategy.Shoot(); break; case TypeOfShoot.MISIL: misilStrategy.Shoot(); break; default: break; } }