private void Update() { if (cell.vars.activeState == State.CONTROL) { if (cell.player.GetButton("Gun") && cell.vars.equippedBullet == BulletType.CHARGE && cell.vars.equippedGun == GunType.NORMAL) { chargeValue = Mathf.Min(chargeValue + Time.deltaTime, CHARGE_MAX); chargeMultiplier = (chargeValue / (CHARGE_MAX)); gunImageObj.transform.localScale = new Vector3(chargeMultiplier * 0.2f + 1, chargeMultiplier * 0.2f + 1, 1); // TODO: Add color and particle updater, add sounds } if (cell.player.GetButtonUp("Gun") || cell.player.GetButtonDown("Gun")) { chargeMultiplier++; cell.UpdateAnimations("attack"); cell.UpdateAnimations("shoot"); Shoot(); chargeValue = 0; chargeMultiplier = 0; gunImageObj.transform.localScale = new Vector3(1, 1, 1); } } }
//Resets charge value, updates animations, sets attacking state, and clears attack buffer public void Attack() { hitObjects.Clear(); cell.UpdateAnimations("attack"); cell.UpdateAnimations("swing"); chargeValue = 0; attacking = true; }