예제 #1
0
    void Update()
    {
        switch (mState)
        {
        case STATE.FIRING: RUN_Firing(); break;

        case STATE.RELOADING: RUN_Reloading(); break;
        }

        cMisc.FUpdateUI();
    }
예제 #2
0
    void Update()
    {
        if (cMisc.rPC == null)
        {
            Debug.Log("No player");
            return;
        }
        if (Time.time - mGunD.mLastFireTmStmp > mGunD._fireInterval)
        {
            Debug.Log("Shoot grenade");
            PJ_EN_PGrenade p = Instantiate(PF_Grenade, transform.position, transform.rotation);
            p.GetComponent <PJ_Base>().FShootAt(cMisc.rPC.transform.position, transform.position, gameObject);
            p.mGrenD.vDest = cMisc.rPC.transform.position;

            mGunD.mLastFireTmStmp = Time.time;
        }
        cMisc.FUpdateUI();
    }
예제 #3
0
    void Update()
    {
        if (cMisc.rPC == null)
        {
            Debug.Log("Player not here, sniper won't work");
            return;
        }
        switch (mState)
        {
        case STATE.NOT_CHARGING: RUN_NotCharging(); break;

        case STATE.CHARGING: RUN_Charging(); break;

        case STATE.COOLDOWN: RUN_Cooldown(); break;

        case STATE.STUNNED: RUN_Stunned(); break;
        }

        cMisc.FUpdateUI();
    }