// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.B)) { IRifle rifle = new BasicRifle(); Instantiate(rifle.LoadPart()); Debug.Log("Basic accuracy: " + rifle.GetAccuracy()); } if (Input.GetKeyDown(KeyCode.S)) { IRifle rifle = new BasicRifle(); rifle = new WithScope(rifle); Instantiate(rifle.LoadPart()); Debug.Log("WithScope accuracy: " + rifle.GetAccuracy()); } if (Input.GetKeyDown(KeyCode.T)) { IRifle rifle = new BasicRifle(); rifle = new WithStabilizer(new WithScope(rifle)); Instantiate(rifle.LoadPart()); Debug.Log("Stabilizer+Scope accuracy: " + rifle.GetAccuracy()); } if (Input.GetKeyDown(KeyCode.C)) { IRifle rifle = new BasicRifle(); rifle = new WithSilencer(new WithStabilizer(new WithScope(rifle))); Instantiate(rifle.LoadPart()); Debug.Log("Stabilizer+Scope+Silencer accuracy: " + rifle.GetAccuracy()); } if (Input.GetKeyDown(KeyCode.P)) { IRifle rifle = new BasicRifle(); rifle = new InPink(new WithStabilizer (new WithSilencer(new WithScope(rifle)))); Instantiate(rifle.LoadPart()); Debug.Log("Stabilizer+Scope+Silencer in Pink! accuracy: " + rifle.GetAccuracy()); } if (Input.GetKeyDown(KeyCode.R)) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } }
// Update is called once per frame void Update() { // Basic Rifle if (Input.GetKeyDown("a")) { IRifle rifle = new BasicRifle(); Debug.Log("Basic accuracy: " + rifle.GetAccuracy()); Result.text = "You got: " + rifle.ToString(); } // With Scope and Stabilizer if (Input.GetKeyDown("w")) { IRifle rifle = new BasicRifle(); rifle = new WithScope(new WithStabilizer(rifle)); Debug.Log("Fancy accuracy: " + rifle.GetAccuracy()); Result.text = "You got: Fancy Rifle"; } // With Scope if (Input.GetKeyDown("s")) { IRifle rifle = new BasicRifle(); rifle = new WithScope(rifle); Debug.Log("+ Scope accuracy: " + rifle.GetAccuracy()); Result.text = "You got: " + rifle.ToString(); } // With Stabilizer if (Input.GetKeyDown("d")) { IRifle rifle = new BasicRifle(); rifle = new WithStabilizer(rifle); Debug.Log("+ Stabilizer accuracy: " + rifle.GetAccuracy()); Result.text = "You got: " + rifle.ToString(); } }
// Update is called once per frame void Update() { //Event e = Event.current; foreach (KeyCode k in keys) { if (Input.GetKeyDown(k)) { switch (k) { case KeyCode.B: IRifle rifle = new BasicRifle(nextPos); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = rifle; Debug.Log("Basic Accuracy: " + rifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = rifle; Debug.Log("Basic Accuracy: " + rifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; case KeyCode.S: IRifle sRifle = new BasicRifle(nextPos); sRifle = new WithScope(sRifle); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = sRifle; Debug.Log("Scoped Accuracy: " + sRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = sRifle; Debug.Log("Scoped Accuracy: " + sRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; case KeyCode.T: IRifle tRifle = new BasicRifle(nextPos); tRifle = new WithStabilizer(tRifle); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = tRifle; Debug.Log("With Stabilizer: " + tRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = tRifle; Debug.Log("With Stabilizer: " + tRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; case KeyCode.C: IRifle cRifle = new BasicRifle(nextPos); cRifle = new WithBrake(cRifle); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = cRifle; Debug.Log("With Brake: " + cRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = cRifle; Debug.Log("With Brake: " + cRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; case KeyCode.L: IRifle lRifle = new BasicRifle(nextPos); lRifle = new WithLaser(lRifle); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = lRifle; Debug.Log("With Laser: " + lRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = lRifle; Debug.Log("With Laser: " + lRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; case KeyCode.A: IRifle aRifle = new BasicRifle(nextPos); aRifle = new WithScope(new WithStabilizer(new WithLaser(new WithBrake(aRifle)))); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = aRifle; Debug.Log("With All: " + aRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = aRifle; Debug.Log("With All: " + aRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; default: IRifle bRifle = new BasicRifle(nextPos); if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = bRifle; Debug.Log("Basic Accuracy: " + bRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } else { currentRifle = bRifle; Debug.Log("Basic Accuracy: " + bRifle.GetAccuracy()); //nextPos += new Vector3(1, 0, 0); } break; } } } }