void GetTheSupply() { GunEntity _temp = GameObject.Find("GunEntity").gameObject.GetComponent <GunEntity>(); _temp.ammo[0] = _temp.ammoMax[0]; _temp.ammo[1] = _temp.ammoMax[1]; _temp.ammo[2] = _temp.ammoMax[2]; GuiGame gui = GameObject.Find("Gui Canvas").gameObject.GetComponent <GuiGame>(); gui.RefreshGunAmmo(); supplyPoint.SetActive(false); }
// Update is called once per frame void Update() { horizontalAxis = Input.GetAxis("Horizontal"); verticalAxis = Input.GetAxis("Vertical"); Vector2 directionVector = Vector2.zero; if (verticalAxis < 0) { directionVector += Vector2.down; } else if (verticalAxis > 0) { directionVector += Vector2.up; } if (horizontalAxis > 0) { directionVector += Vector2.right; } else if (horizontalAxis < 0) { directionVector += Vector2.left; } player.movementController.Move(directionVector.normalized); pointerWorldPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition); reticule.positionController.ChangePosition(pointerWorldPosition); player.aimController.Aim(pointerWorldPosition); if (Input.GetAxis("Fire1") > 0) { currentGun = player.CurrentWeapon(); if (currentGun) { currentGun.Fire(); } } }