private void Update() { //Asking for the value and specify the index if (phidgetInterfaceKit.getValue(0) <= 500 && ready) { //Creating a grenade gameObject when the sensor registers a change Instantiate(grenade, grenadeSpawnPosition.position, grenadeSpawnPosition.rotation); ready = false; StartCoroutine(coolDown()); } }
void Update() { if (Input.GetKeyDown(KeyCode.F)) { foreach (Gun _Gun in Guns) { _Gun.Add_Ammo(1000); } } if (Guns[Gun].Is_Automatic()) { if (Input.GetButton("Fire1")) { Shoot(); } } else { if (Input.GetButtonDown("Fire1")) { Shoot(); } } if (phidgetInterfaceKit.getValue(2) >= 500) { Guns[Gun].Reload(); } if (Input.GetKeyDown(KeyCode.R)) { Guns [Gun].Reload(); } if (Input.GetKeyDown(KeyCode.E)) { Gun = Gun + 1 < Guns.Count ? Gun + 1 : 0; } if (Input.GetKeyDown(KeyCode.Q)) { Gun = Gun - 1 >= 0 ? Gun - 1 : Guns.Count - 1; } DebugText.text = Guns [Gun].Get_Info(); }
void Update() { //Scales down the phidget value to fit within the range given float sensorValue = phidgetInterfaceKit.getValue(1) / 16.7f; //Checks whether the sensor value is outside the resired range and locks it to either //the minimum or maximum range if (sensorValue > kMinZoom) { sensorValue = kMinZoom; } else if (sensorValue < kMaxZoom) { sensorValue = kMaxZoom; } //Sets the camera's feild of view to the value of the sensor GetComponent <Camera>().fieldOfView = sensorValue; }
// Update is called once per frame void Update() { Debug.Log(phidgetInterfaceKit.getValue(2)); }