// SwitchToPrimary method void SwitchToPrimary(GameObject _Primary) { // Set Active (false) the current weapon if (weapon != null) { weapon.SetActive(false); } _PlayerShoot.CancelInvoke("Shoot"); weapon = _Primary.transform.GetChild(0).gameObject; weapon.SetActive(true); if (weapon.tag == "L96") { CrossHair.SetActive(false); } else { CrossHair.SetActive(true); } CurrentWeapon = PrimaryWeapon; _PlayerShoot.CurrentAmmo = _PlayerShoot.CurrentAmmoP; Primary = true; Secondery = false; currentGraphics = weapon.GetComponent <WeaponGraphics>(); _PlayerShoot.currentWeapon = CurrentWeapon; _PlayerShoot.weaponAnimation = currentGraphics.GetComponent <WeaponAnimation>(); }
private void Die() { deaths += 1; isDead = true; shoot.CancelInvoke("Shoot"); for (int i = 0; i < disableOnDeath.Length; i++) { disableOnDeath[i].enabled = false; } for (int i = 0; i < enableOnDeath.Length; i++) { enableOnDeath[i].enabled = true; } CancelInvoke("Damaged"); InvokeRepeating("Dead", 0f, 0.1f); rb.isKinematic = false; StartCoroutine(Respawn()); }
private void Die() { isDead = true; playerShoot.CancelInvoke(); for (int i = 0; i < disableOnDeath.Length; i++) { disableOnDeath[i].enabled = false; } Collider col = GetComponent <Collider>(); if (col != null) { col.enabled = false; } Debug.Log(transform.name + " IS DEAD!!!!"); if (isLocalPlayer) { uiManager.ShowDeathText(); } Invoke("Respawn", GameManager.instance.matchSettings.respawnTime); }