void Update() { if (_forceFieldActive) { _passedTime += Time.deltaTime; if (_passedTime < FORCE_FIELD_DURATION) { return; } UpdateForceField(false); } if (Input.GetMouseButtonDown(1)) { GameObject activating = GameObject.Instantiate(playerActivateForcefieldPrefab, new Vector3(transform.position.x + 0.2f, transform.position.y + 1.6f, transform.position.z), transform.rotation) as GameObject; GameObject.Destroy(activating, EXPLOSION_TTL); if (!_energyControl.DeductEnergy(COST)) { return; } _passedTime = 0f; UpdateForceField(true); } }
void Update() { if (Input.GetMouseButtonDown(0)) { if (!_energyControl.DeductEnergy(COST)) { return; } GameObject bullet = GameObject.Instantiate(bulletPrefab, new Vector3(transform.position.x, transform.position.y + 1, transform.position.z), transform.rotation) as GameObject; GameObject.Destroy(bullet, 0.25f); } }
void Update() { if (Input.GetMouseButtonDown(0)) { GameObject shooting = GameObject.Instantiate(playerShootingPrefab, new Vector3(transform.position.x + 0.2f, transform.position.y + 1.6f, transform.position.z), transform.rotation) as GameObject; GameObject.Destroy(shooting, EXPLOSION_TTL); if (!_energyControl.DeductEnergy(COST)) { return; } GameObject bullet = GameObject.Instantiate(bulletPrefab, new Vector3(transform.position.x + 0.2f, transform.position.y + 1.6f, transform.position.z), transform.rotation) as GameObject; GameObject.Destroy(bullet, 0.25f); } }
void Update() { if (_forceFieldActive) { _passedTime += Time.deltaTime; if (_passedTime < FORCE_FIELD_DURATION) { return; } UpdateForceField(false); } if (Input.GetKey(KeyCode.LeftControl)) { if (!_energyControl.DeductEnergy(COST)) { return; } _passedTime = 0f; UpdateForceField(true); } }