void Update() { transform.Translate(0, 0, Input.GetAxis("Vertical") * speed * Time.deltaTime / 10f); transform.Rotate(0, Input.GetAxis("Horizontal") * 130f * Time.deltaTime, 0); //Debug.DrawLine(transform.position, transform.position + transform.forward * 10); if (Input.GetMouseButtonDown(0) && lastShotTime + weaponCooldown < Time.time) { lastShotTime = Time.time; RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, 1.5f + weaponDistance)) { // Debug.Log("Tag to " + hit.collider.name); Character enemy = hit.collider.GetComponent <Character>(); if (enemy != null) { enemy.TakeDamage((ushort)((weaponDamage * 2f) + (defaultStrength / 5f))); } } } if (Input.GetKeyDown(KeyCode.E) && pickUpWeapon != null) { GameControl.instance.currentTurnCharacter.OnChangedWeapon(pickUpWeapon.ShowWeapon()); Destroy(pickUpWeapon.gameObject); pickUpWeapon = null; pickUpName = ""; } }
public string getWeaponType() { pickUpScript = currentWeapon.GetComponent <PickUpWeapon>(); weaponType = pickUpScript.weaponType; return(weaponType); }
private void OnTriggerExit(Collider other) { if (other.tag == "Weapon") { pickUpWeapon = null; pickUpName = ""; } }
private void OnTriggerEnter(Collider other) { PickUpWeapon puw = other.gameObject.GetComponent <PickUpWeapon>(); if (other.tag == "Weapon" && puw != null) { pickUpWeapon = puw; pickUpName = puw.ShowWeapon().primaryWeapon.name; } }
void SwapWeapon(int index) { if (Weapons[index] != null) { currentWeapon.SetActive(false); currentWeapon = Weapons[index]; pickUpScript = currentWeapon.GetComponent <PickUpWeapon>(); weaponType = pickUpScript.weaponType; positionAndRotateWeapon(weaponType); currentWeapon.SetActive(true); } else { currentIndex = previousIndex; } }
// Start is called before the first frame update. void Start() { audio = GetComponent <AudioSource>(); if (!this.GetComponentInChildren <Door>()) { Debug.LogError("No doors are attached to this room. Each room requires at least one door child"); } // Add a NetworkRoomRelay to this Room _networkRoomRelay = gameObject.AddComponent <NetworkRoomRelay>(); doors = this.GetComponentsInChildren <Door>(); setUpDoorDirections(); // Get the roomTrigger. inRoomTrigger = GetComponentInChildren <EnterRoomTrigger>().gameObject.GetComponent <BoxCollider>(); // Get enemyCountManager. enemyCountManager = GameObject.FindGameObjectWithTag("EnemyCountMan").GetComponent <EnemyCountManager>(); // Get LevelGen from parent. levelGenMan = GameObject.FindGameObjectWithTag("LevelGenManager").GetComponent <LevelGeneration>(); playerPickUp = GameObject.FindGameObjectWithTag("Player").GetComponent <PickUpWeapon>(); populateEnemiesInRoom(); foreach (Door d in doors) { d.doorManager = levelGenMan.GetComponent <AudioSource>(); } allSpawnManagers = GetComponentInChildren <EnemySpawnManager>(); }