void Update()
 {
     horizontal = Input.GetAxis("Horizontal");
     vertical   = Input.GetAxis("Vertical");
     if (interactiveObject && Input.GetButtonDown("Fire2"))
     {
         if (equippedObject == null)
         {
             GunLogic gun = interactiveObject.GetComponent <GunLogic>();
             if (gun)
             {
                 interactiveObject.transform.position = equipPos.position;
                 interactiveObject.transform.parent   = this.gameObject.transform;
                 interactiveObject.transform.rotation = equipPos.rotation;
                 gun.EquipGun();
                 equippedObject = interactiveObject;
             }
         }
         else if (equippedObject)
         {
             GunLogic gun = equippedObject.GetComponent <GunLogic>();
             if (gun)
             {
                 equippedObject.transform.parent = null;
                 gun.UnequipGun();
                 equippedObject = null;
             }
         }
     }
 }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        m_horizontalInput = Input.GetAxis("Horizontal");
        m_verticalInput   = Input.GetAxis("Vertical");

        m_movementInput = new Vector3(m_horizontalInput, 0, m_verticalInput);

        if (!m_jump && Input.GetButtonDown("Jump"))
        {
            m_jump = true;
        }

        if (m_interactiveObject && Input.GetButtonDown("Fire2"))
        {
            if (!m_equippedObject)
            {
                GunLogic gunLogic = m_interactiveObject.GetComponent <GunLogic>();
                if (gunLogic)
                {
                    // Sets the position of the gun
                    m_interactiveObject.transform.position = m_weaponEquipmentPosition.position;
                    m_interactiveObject.transform.rotation = m_weaponEquipmentPosition.rotation;
                    m_interactiveObject.transform.parent   = gameObject.transform;

                    // Deactivates gravity, deactivates collider
                    gunLogic.EquipGun();

                    m_equippedObject = m_interactiveObject;
                }
            }
            else if (m_equippedObject)
            {
                GunLogic gunLogic = m_equippedObject.GetComponent <GunLogic>();
                if (gunLogic)
                {
                    // Sets the position of the gun
                    m_equippedObject.transform.parent = null;

                    // Activates gravity, activates collider
                    gunLogic.UnequipGun();

                    m_equippedObject = null;
                }
            }
        }
    }