void Update() { if (GameManager.Instance.InputController.MouseWheelDown) { SwitchWeapon(1); } if (GameManager.Instance.InputController.MouseWheelUp) { SwitchWeapon(-1); } if (GameManager.Instance.LocalPlayer.PlayerState.MoveState == PlayerState.EMoveState.SPRINTING) { return; } if (!canFire) { return; } if (GameManager.Instance.InputController.Fire1) { ActiveWeapon.Fire(); } }
void Update() { if (!shouldFire || !CanFire || !enemyPlayer.EnemyHealth.IsAlive) { return; } ActiveWeapon.Fire(); }
void Update() { if (!shootFire || !canFire || !enemy.EnemyHealth.isAlive) { return; } ActiveWeapon.Fire(); }
void Update() { if (!player.IsLocalPlayer && IsPlayerAlive) { if (player.InputState.Fire1) { ActiveWeapon.Fire(); } } if (!IsPlayerAlive || GameManager.Instance.IsPaused) { return; } if (player.IsLocalPlayer) { if (GameManager.Instance.InputController.MouseWheelDown) { SwitchWeapon(1); } if (GameManager.Instance.InputController.MouseWheelUp) { SwitchWeapon(-1); } if (GameManager.Instance.LocalPlayer.PlayerState.MoveState == PlayerState.EMoveState.SPRINTING) { return; } if (!CanFire) { return; } if (player.InputState.Fire1) { ActiveWeapon.SetAimPoint(GetImpactPoint()); ActiveWeapon.Fire(); } if (player.InputState.Reload) { ActiveWeapon.Reload(); } } }
void Update() { if (!IsPlayerAlive || GameManager.Instance.IsPaused) { return; } if (GameManager.Instance.InputController.MouseWheelDown) { SwitchWeapon(1); } if (GameManager.Instance.InputController.MouseWheelUp) { SwitchWeapon(-1); } if (GameManager.Instance.LocalPlayer.PlayerState.MoveState == PlayerState.EMoveState.RUNNING) { return; } if (!CanFire) { return; } if ((GameManager.Instance.InputController.Fire1) || (GameManager.Instance.InputController.IsAiming && GameManager.Instance.InputController.Fire1)) { ActiveWeapon.Fire(); } if (GameManager.Instance.InputController.Reload) { ActiveWeapon.Reload(); } /*if(GameManager.Instance.InputController.IsAiming && GameManager.Instance.InputController.Fire1) * { * sniperRifle.Fire(); * }*/ /*if (GameManager.Instance.InputController.IsAiming && GameManager.Instance.InputController.Fire1) * { * pistol.Fire(); * }*/ }
/** * 玩家状态 * */ private void Update() { if (pauseController.Paused || !IsPlayerAlive) { return; } if (GameManager.Instance.InputController.Fire1 && canFire) { ActiveWeapon.Fire(); } if (GameManager.Instance.InputController.MouseWheelUp) { SwitchWeapon(1); } if (GameManager.Instance.InputController.MouseWheelDown) { SwitchWeapon(-1); } }
void Update() { if (!isPlayerAlive) { return; } if (player.PlayerState.MoveState == PlayerState.EMoveState.SPRINTING || player.PlayerState.MoveState == PlayerState.EMoveState.COVER) { CanFire = false; } else { CanFire = true; } if (GameManager.Instance.InputController.Fire1 && CanFire) { ActiveWeapon.Fire(); } if (GameManager.Instance.InputController.MouseWheelUp) { SwitchWeapon(1); } if (GameManager.Instance.InputController.MouseWheelDown) { SwitchWeapon(-1); } if (GameManager.Instance.InputController.Reload && player.PlayerState.MoveState != PlayerState.EMoveState.SPRINTING) { ActiveWeapon.Reload(); } }
void Update() { if (!GetComponent <Player>().PlayerHealth.isAlive || GameManager.Instance.isPaused) { return; } if (GameManager.Instance.InputController.mouseWheelDown) { SwitchWeapon(1); } if (GameManager.Instance.InputController.mouseWheelUp) { SwitchWeapon(-1); } if (GameManager.Instance.LocalPlayer.PlayerState.moveState == PlayerState.EMoveState.SPRINTING) { return; } if (!canFire) { return; } if (GameManager.Instance.InputController.fire1) { ActiveWeapon.Fire(); } if (GameManager.Instance.InputController.reload) { ActiveWeapon.Reload(); } }
// Update is called once per frame void Update() { if (!IsPlayerAlive || GameManager.instance.IsPaused) { return; } if (GameManager.instance.GetInputController.mouseWheelDown) { SwitchWeapon(1); } if (GameManager.instance.GetInputController.mouseWheelUp) { SwitchWeapon(-1); } if (GameManager.instance.LocalPlayer.PlayerState.MoveState == PlayerState.EMoveState.SPRINTING) { return; } if (!CanFire) { return; } if (GameManager.instance.GetInputController.fire1) { ActiveWeapon.Fire(); } if (GameManager.instance.GetInputController.reload) { ActiveWeapon.Reload(); } }
public override void think(GameTime time) { noAction++; if (noAction > 700) { base.die(); Console.WriteLine(base.Type.ToString() + " died of a broken heart"); } if (_attacking == true) { noAction = 0; if (HTW.Instance.TotalElapsedMilliseconds - _pastTime > ActiveWeapon.RechargeTime) { _attacking = false; this.State = EntityState.RESTING; } } else { if (_evadingObstacle) { if (HTW.Instance.TotalElapsedMilliseconds - _evasionStartTime > 500) { _evadingObstacle = false; } } else { Compass.checkForCreatures(this, Compass.AlgorythmType.CIRCLE); } switch (base.State) { case EntityState.DEAD: return; case EntityState.RESTING: break; case EntityState.MOVING: if (!_blocked) { MoveForward(Speed * time.ElapsedGameTime.Milliseconds); } if (this.CollisionTop) { _blocked = true; } else { _blocked = false; } CollisionDetection.testForCollisions(this); break; case EntityState.ATTACKING: ActiveWeapon.Fire(this.Rotation, time); _attacking = true; _pastTime = HTW.Instance.TotalElapsedMilliseconds; break; } } }
public void TriggerWeapon() { ActiveWeapon?.Fire(); }