private void FixedUpdate() { if (items.CurrentItem() == null || !WeaponEnabled) { return; } else if (items.CurrentItem().canPowerUp.value) { if (Input.GetButtonDown(InputType) && !items.CurrentItem().inUse) { startTime = Time.time; } else if (Input.GetButtonUp(InputType) && !items.CurrentItem().inUse) { endTime = Time.time; if (endTime - startTime >= powerUpTime) { endTime = 0; startTime = 0; StartCoroutine(items.CurrentItem().UsePoweredWeapon(getWeaponAttackObj(), Player)); } else { endTime = 0; startTime = 0; StartCoroutine(items.CurrentItem().UseItem(getWeaponAttackObj(), Player)); } } } else { if (Input.GetButtonDown(InputType) && !items.CurrentItem().inUse) { StartCoroutine(items.CurrentItem().UseItem(getWeaponAttackObj(), Player)); } } }
private void SetSprites() { numtimesthrough = 0; rightIndex = GetRight(equipped.CurrentEquip); numtimesthrough = 0; leftIndex = GetLeft(equipped.CurrentEquip); if (equipped.items[rightIndex] != null) { right.sprite = equipped.items[rightIndex].sprite; right.color = corners; if (equipped.items[rightIndex] is Usable_Amount_Item) { rightAmount.gameObject.SetActive(true); Usable_Amount_Item temp = equipped.items[rightIndex] as Usable_Amount_Item; rightAmount.text = temp.amount.value.ToString(); } else { rightAmount.gameObject.SetActive(false); } } else { rightAmount.gameObject.SetActive(false); right.color = Color.clear; } if (equipped.items[leftIndex] != null) { left.sprite = equipped.items[leftIndex].sprite; left.color = corners; if (equipped.items[leftIndex] is Usable_Amount_Item) { leftAmount.gameObject.SetActive(true); Usable_Amount_Item temp = equipped.items[leftIndex] as Usable_Amount_Item; leftAmount.text = temp.amount.value.ToString(); } else { leftAmount.gameObject.SetActive(false); } } else { left.color = Color.clear; leftAmount.gameObject.SetActive(false); } if (equipped.CurrentItem() != null) { current.sprite = equipped.CurrentItem().sprite; current.color = center; if (equipped.CurrentItem() is Usable_Amount_Item) { currentAmount.gameObject.SetActive(true); Usable_Amount_Item temp = equipped.CurrentItem() as Usable_Amount_Item; currentAmount.text = temp.amount.value.ToString(); } else { currentAmount.gameObject.SetActive(false); } } else { currentAmount.gameObject.SetActive(false); current.color = Color.clear; } }