public override State Update() { // behavior: // transitions: if (Input.GetButton("Fire1")) { // if no ammo, go to cooldown: if (PlayerWeapon.roundsInClip <= 0) { SoundBoard.PlayPlayerNoAmmo(); return(new States.Cooldown(weapon.reloadTime)); // Originally weapon.roundsInClip } // if ammo, go to shooting: return(new States.Attacking()); } if (Input.GetButtonDown("Reload")) { // if clip is full, don't reload: if (PlayerWeapon.roundsInClip > 9) { return(new States.Regular()); // Originally weapon.roundsInClip } // if clip is not full, reload return(new States.Cooldown(weapon.reloadTime)); } return(null); }
void Update() { if (Input.GetButtonDown("BulletWipe") && bulletWipes > 0) // If player presses "E"... { bulletWipes--; // Subtract 1 bullet wipe from wipeCount wipeCount.text = bulletWipes.ToString(); // Communicates amount of bullet wipes to the UI GameObject[] BadBullets = GameObject.FindGameObjectsWithTag("BadBullet"); // Gets a reference to the BadBullets in the scene SoundBoard.PlayPlayerWipe(); // Plays the bullet wipe sound foreach (GameObject BadBullet in BadBullets) // for each bad bullet in the scene... { Destroy(BadBullet); // Destroy the bad bullets } } else if (Input.GetButtonDown("BulletWipe") && bulletWipes <= 0) // If no bullet wipes available { SoundBoard.PlayPlayerNoAmmo(); // // Play the no ammo sound } }