public override float getAmmoPercentage() { if (primaryReloadTimer != null) { if (primaryReloadTimer.isTimeout()) { int ammoRequired = maxActiveAmmo - activeAmmo; if (reserveAmmo >= ammoRequired) { activeAmmo += ammoRequired; reserveAmmo -= ammoRequired; } else { activeAmmo += reserveAmmo; reserveAmmo = 0; } primaryReloadTimer = null; } else { return(primaryReloadTimer.getDisplayResetPercent()); } } if (maxActiveAmmo == 0) { return(primaryReloadTimer?.getDisplayResetPercent() ?? 1); } return(activeAmmo / (maxActiveAmmo * 1.0f)); }
// Update is called once per frame void Update() { if (timer != null && timer.isTimeout()) { Destroy(gameObject); } }
// Update is called once per frame void FixedUpdate() { if (killTimer.isTimeout()) { Destroy(gameObject); } }
private void Update() { if (timer.isTimeout()) { weapon.usePrimaryActionDown(); } else { weapon.usePrimaryActionUp(); } }
private bool canSecondaryFire() { if (!secondaryResetTimer.isTimeout()) { return(false); } if (!secondaryAutomaticFire && fired) { return(false); } fired = true; return(true); }
private bool canPrimaryFire() { if (!primaryResetTimer.isTimeout()) { return(false); } if (!primaryAutomaticFire && fired) { return(false); } fired = true; if (!infiniteAmmo && activeAmmo <= 0) { return(false); } return(true); }
/** * Update is called once per frame */ void Update() { if (!started) { return; } if (lifeTimer != null && lifeTimer.isTimeout()) { endEffect(END_EFFECT_TIME_OUT); } if (!effectEnded && tick()) { if (manager.stateChanged) { compareState(); } affectObject(); } }
private void FixedUpdate() { if (timer == null) { return; } waveText.text = "Next wave: " + (int)(timer.getTimeLeft()); if (timer.isTimeout()) { waveText.text = "Wave: " + waveNo; noDeaths = 0; timer = null; numberSpawned += waveNo + waveNo / 2; numberSpawned = (numberSpawned / spawners.Length); numberSpawned *= spawners.Length; foreach (var spawner in spawners) { spawner.spawnObjects(numberSpawned / spawners.Length, objects); } } }
/** * Checks if a tick must occur. If tickTimer is null returns true for continuous affect. */ private bool tick() { return(tickTimer == null || tickTimer.isTimeout()); }