// On Attack down private void ActivateAttack() { if (allowAttack) { Weapon.Activate(ShootPoint.transform.position, ShootPoint.transform.forward); } }
public void ActivateWeapon() { if (lastWeaponUsed) { lastWeaponUsed.Activate(); } }
IEnumerator Shoot() { _wpn.Activate(); yield return(new WaitForSeconds(1f)); _wpn.Shoot(); yield return(new WaitForSeconds(6f)); SceneManager.LoadScene(0); }
public void EquipWeapon(Weapon weapon) { if (weapon != equippedWeapon && equippedWeapon != null) { equippedWeapon.Deactivate(); } equippedWeapon = weaponPool.GetObject(weapon); equippedWeapon.Activate(); equippedWeapon.PlayerOwner = this; OnPlayerDataUpdated.Invoke(this); }
public void ActivateWeapon() { if (UseClaw()) { myClaw.Activate(); } else { myWeapon.Activate(); } }
public void ActivateAllWeapons(Weapon weapon) { if (inventory.Weapons.Contains(weapon)) { activeWeapon = weapon; activeWeapon.Activate(bulletColor); } else { Log.log(gameObject.name + " doesn't own this weapon"); } }
private void HandleShooting() { if (Input.GetMouseButton(0)) { if (!isPlacing && currentWeapon.CanActivate()) { currentWeapon.recoil += 0.001f; currentWeapon.Activate(); } } if (Input.GetKey(KeyCode.R)) { currentWeapon.StartReloading(); } currentWeapon.Recoil(); }
private void Shoot() { if (towerAim.getTarget() != null && equipment != null) { Debug.Log("activating weapon"); equipment.Activate(); } /* * this.GetComponentInChildren<LineRenderer> ().enabled = true; //this might not be the best way to do this... * yield return new WaitForSeconds (0.2f); * Component targetComponent = this.GetComponent<TowerAim> ().getTarget ().GetComponent<ReactiveTarget> (); * if (targetComponent != null) * this.GetComponent<TowerAim> ().getTarget ().GetComponent<ReactiveTarget> ().reactToHit (); * this.GetComponentInChildren<LineRenderer> ().enabled = false; */ }
// Update is called once per frame void Update() { if (!(Inventory.isInventoryVisible || Inventory.isCharacterVisible)) { if (Input.GetButton("Fire1") && weapon.CanFire()) { weapon.PlayAttackAnimation(); Debug.Log(transform.name + " attacked with " + weapon.GetName()); Attack(); } // TODO: Create WeaponSwitchDelay function instead of CanFire if (Input.GetButton("Fire2") && weapon.CanFire()) { if (weapon.isActive) { weapon.Deactivate(); } else { weapon.Activate(); } } if (Input.GetButton("E")) { RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, 3)) { Interactable interactable = hit.collider.GetComponent <Interactable>(); if (interactable != null) { PickupItem(); } } } } if (playerStats.currentHealth <= 0) { Die(); } }
// Update is called once per frame void Update() { checkPhase(); if (!paused) { if (lastFired.isFinished) { timer -= Time.deltaTime; if (timer <= 0) { Weapon nextWeapon = phases[currentPhase].weapons[(int)Mathf.Floor(UnityEngine.Random.Range(0, phases[currentPhase].weapons.Length))]; nextWeapon.Activate(); lastFired = nextWeapon; timer = lastFired.coolDown; } } } }
public void PickUpNearestWeapon() { var nearest = TakeNearest(); if (nearest) { Destroy(weapon); weapon = nearest; weapScr = nearest.GetComponent <Weapon>(); weapScr.isFriendly = this.isFriendly; weapScr.Activate(); weapon.transform.SetParent(weaponCenter); weapScr.targetPosition = viewObject; weapon.transform.localPosition = new Vector2(0, 0); Utils.Throw(weapScr.weaponName, weaponCenter.position, weapScr.type); } }
IEnumerator ActivateSecondaryWeapon() { while (true) { secondaryWpn.Activate(); if (secondaryWpn.GetWeaponType() == WeaponType.Auto) { yield return(new WaitForSeconds(secondaryWpn.GetShotCooldown().GetCalcValue())); } else if (secondaryWpn.GetWeaponType() == WeaponType.Charged) { yield return(0); } yield return(0); } }
public void ActivateWeapon(Weapon weapon) { if (inventory.Weapons.Contains(weapon)) { if (activeWeapon != null) { activeWeapon.Deactivate(); } activeWeapon = weapon; activeWeapon.Activate(bulletColor); if (OnWeaponChange != null) { OnWeaponChange(activeWeapon); } } else { Log.log(gameObject.name + " doesn't own this weapon"); } }
public void EquipWeapon(Weapon weapon) { if (Weapon != null) { PreviousWeapon = this.Weapon; Weapon.UnequipWeapon(); } Weapon = weapon; Weapon.EquipWeapon(); if (WeaponModel != null) { Destroy(WeaponModel); } if (weaponParticles.Root != null) { Destroy(weaponParticles.Root); } ShootPoint.transform.localPosition = ShootPointDefaultPosition; if (weapon.weaponData.particleEffects != null) //attach the particle effects prefab to shootpoint if it exists { weaponParticles.UpdateRoot(Instantiate(weapon.weaponData.particleEffects, ShootPoint.transform), player.Color); //instantiate a particles prefab and make it the root of the weapon particles script weaponParticles.Root.name = "WeaponParticles"; //if (weapon.weaponData.ShootPointPosition != null) // weaponParticles.Root.transform.localPosition = weapon.weaponData.ShootPointPosition; } if (weapon.weaponData.weaponModel != null) { WeaponModel = Instantiate(weapon.weaponData.weaponModel, ShootPoint.transform); WeaponModel.name = "Weapon"; if (weapon.weaponData.WeaponPosition != null) { WeaponModel.transform.localPosition = weapon.weaponData.WeaponPosition; } } if (input.controllers[player.inputControllerNumber].attack.Pressed && allowAttack) // If the attack button was held down at the time of equipting new weapon activate the new weapon { Weapon.Activate(ShootPoint.transform.position, ShootPoint.transform.forward); } }
public void SetWeapon(PartialWeapon weapon) { if (ActiveWeapon?.Data.Name == weapon.Name) { return; } ActiveWeapon?.Deactivate(); var newWeapon = Weapons.SingleOrDefault(w => w.Data.Name == weapon.Name); if (newWeapon == null) { ActiveWeapon?.Activate(); return; } ActiveWeapon = newWeapon; ActiveWeapon.Activate(); }
private void ChangeWeapon() { activeWeapon = weapons.Where(weapon => weapon.GetIndex() == currentWeaponSlot).First(); activeWeapon.Activate(); lastWeaponSlot = currentWeaponSlot; }
void EndTimer() { weapon.Activate(); }
// What happens when trigger is activated private void OnActivate(Vector3 start, Vector3 direction, PlayerController targetController = null) { weapon.Activate(start, direction, targetController); weapon.Release(); }