void OnTriggerEnter(Collider other)
    {
        audioSource = GetComponent <AudioSource>();
        audioSource.PlayOneShot(impact, 0.7F);
        hunterweapon = imp;

        //gunglow.intensity = 3.0f;
        //gunglow.mat.SetColor = ("_EmissionColor", Color.red);



        IEnumerator Respawn()
        {
            //Print the time of when the function is first called.
            Debug.Log("Ammo picked up at: " + Time.time);

            Vector3 oldPosition = transform.position;

            transform.position = new Vector3(100, 100, 100);

            //yield on a new YieldInstruction that waits for 5 seconds.
            yield return(new WaitForSeconds(9));


            //After we have waited 5 seconds print the time again.
            Debug.Log("Ammo respawned at" + Time.time + " position: " + oldPosition);

            transform.position = oldPosition;
        }

        //respawn item after pickup
        StartCoroutine(Respawn());
        ///

        if (GameObject.Find("polySurface11") != null)
        {
            //gunglow//
            GameObject go2     = GameObject.Find("polySurface11");
            GunGlow    gunglow = go2.GetComponent <GunGlow>();
            gunglow.baseColor = Color.red;
            //////
        }


        if (GameObject.Find("polySurface11") != null)
        {
            ///icon change on weapon pickup////
            GameObject go3 = GameObject.Find("weapon_active");
            weaponsactive        = go3.GetComponent <Image>();
            weaponsactive.sprite = hunterweapon;
            /////
        }
    }
예제 #2
0
    void OnTriggerEnter(Collider other)
    {
        IEnumerator Respawn()
        {
            //Print the time of when the function is first called.
            Debug.Log("Ammo picked up at: " + Time.time);

            Vector3 oldPosition = transform.position;

            transform.position = new Vector3(100, 100, 100);

            //yield on a new YieldInstruction that waits for 5 seconds.
            yield return(new WaitForSeconds(9));


            //After we have waited 5 seconds print the time again.
            Debug.Log("Ammo respawned at" + Time.time + " position: " + oldPosition);

            transform.position = oldPosition;
        }

        StartCoroutine(Respawn());



        //respawn item after pickup
        StartCoroutine(Respawn());
        ///


        //gunglow//
        GameObject go2     = GameObject.Find("polySurface11");
        GunGlow    gunglow = go2.GetComponent <GunGlow>();
        Color      orange  = new Color(1.0f, 0.64f, 0.0f);

        gunglow.baseColor = Color.cyan;
        //////



        ///icon change on weapon pickup////
        GameObject go3 = GameObject.Find("weapon_active");

        weaponsactive        = go3.GetComponent <Image>();
        weaponsactive.sprite = jud;
        /////
    }