private void Update() { CheckInput(); playerRay = cam.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2)); if (currentWeapon != null && currentWeapon.gameObject.activeSelf == false) { currentWeapon = null; } if (currentWeapon == null && hand.childCount > 0) { currentWeapon = hand.GetComponentInChildren <WeaponBase>(); if (currentWeapon != null) { currentWeapon.CallStart(); } } if (currentExplosive == null && hand.childCount > 0) { currentExplosive = hand.GetComponentInChildren <ExplosiveBase>(); if (currentExplosive != null) { currentExplosive.CallStart(); } } if (currentWeapon != null && currentWeapon.gameObject.activeSelf && !PlayerController.instance.toggleEscMenu) { currentWeapon.CallUpdate(); } if (currentExplosive != null && currentExplosive.gameObject.activeSelf && !PlayerController.instance.toggleEscMenu) { currentExplosive.CallUpdate(); } if (Input.GetButton("Fire2")) { animator.SetBool("AimHandgun", true); } else { animator.SetBool("AimHandgun", false); } }
private void Start() { localStats = GetComponent <Stats>(); animator = GetComponent <SyncAnimator>(); instance = this; if (hand.childCount > 0) { currentWeapon = hand.GetComponentInChildren <WeaponBase>(); if (currentWeapon != null) { currentWeapon.CallStart(); } currentExplosive = hand.GetComponentInChildren <ExplosiveBase>(); if (currentExplosive != null) { currentExplosive.CallStart(); } } Console.Toggle(); }
protected void Toss() { bool primaryPressed; primaryPressed = Input.GetButtonDown(useButton); RaycastHit hit; Quaternion fireRotation = Quaternion.LookRotation(transform.forward); if (primaryPressed) { if (Physics.Raycast(ViewController.playerRay, out hit, tossDistance)) { Transform t = Instantiate(explosivePrefab).transform; t.rotation = Quaternion.LookRotation(hit.normal); t.position = hit.point; t.SetParent(hit.transform); explosive = t.GetComponent <ExplosiveBase>(); explosive.CallStart(); explosive.isExploding = true; explosive.transform.SetParent(null); explosive.Invoke("Explode", explosionDelay); } } }