void Update() { //if (fpsCam == null) //fpsCam = GameObject.Find("/CameraBase/GunCamera").GetComponent<Camera>(); if (canShoot) { if (player == null) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <MainController>(); } //apuntar y disparar if (Input.GetButton("Fire1") && Input.GetButton("Fire2") && Time.time >= nextTimeToFire && munitionDose > 0) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Gunplay"); cameras.Point(); Shooting(); } //disparar else if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && munitionDose > 0) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Gunplay"); cameras.ThirdPersonPoint(); Shooting(); } //apuntar else if (Input.GetButton("Fire2")) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Point"); cameras.Point(); } else { //volver jeringuilla a su transform //gameObject.transform.position = actualTransform.transform.position; //gameObject.transform.rotation = actualTransform.transform.rotation; cameras.Dispoint(); } } }
void Update() { //if (fpsCam == null) //fpsCam = GameObject.Find("/CameraBase/GunCamera").GetComponent<Camera>(); if (cameras == null) { cameras = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <changingCameras>(); } if (ammoDisplay == null) { ammoDisplay = GameManager.manager.interfaceDisplay.transform.GetChild(0).gameObject.GetComponent <Text>(); ammoDisplay.text = GameManager.manager.munitionDose.ToString(); } if (GameManager.manager != null) { if (GameManager.manager.munitionDose <= 0) { canShoot = false; player.gameObject.GetComponent <Health_and_Damage>().GameOver(); } } if (canShoot) { //apuntar y disparar if (Input.GetButton("Fire1") && Input.GetButton("Fire2") && Time.time >= nextTimeToFire && GameManager.manager.munitionDose > 0) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Gunplay"); cameras.Point(); Shooting(); } //disparar else if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire /**&& GameManager.manager.munitionDose > 0**/) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Gunplay"); cameras.ThirdPersonPoint(); Shooting(); } //apuntar else if (Input.GetButton("Fire2")) { //posicion jeringuilla en disparo //gameObject.transform.position = new Vector3(0.17f, -0.037f, -0.001f); //gameObject.transform.Rotate(48.991f, -183.5f, -349.5f, Space.Self); player.anim.Play("Point"); cameras.Point(); } else { //volver jeringuilla a su transform //gameObject.transform.position = actualTransform.transform.position; //gameObject.transform.rotation = actualTransform.transform.rotation; cameras.Dispoint(); } } }