// Float variable declared to wait until the time to spawn the next ducks. // public static float spawnTime = 0; // Use this for initialization void Start() { //Abhi's Part m_Test = GetComponent <GunSelection_Controller>(); m_Gun = m_Test.m_GetGunNumber(); // Invokes DuckMovement repeatedly until the duck is dead or shot. InvokeRepeating("duckMovement", 0.5f, 0.3f); }
// Choice of gun. // Use this for initialization. void Start() { Debug.Log("Begin"); m_GunSound = GetComponent <AudioSource>(); m_Test = GetComponent <GunSelection_Controller>(); this.m_Gun = m_Test.m_GetGunNumber(); m_SpriteRenderer = GetComponent <SpriteRenderer>(); Cursor.visible = false; // Test gun selection. Debug.Log("Gun: " + this.m_Gun); if (this.m_Gun == 1) { m_SpriteRenderer.sprite = m_MySprite1; this.m_SpriteRenderer.transform.localScale -= new Vector3(0.01f, 0.01f, 0f); numBullets = 30; } else if (this.m_Gun == 2) { m_SpriteRenderer.sprite = m_MySprite2; this.m_SpriteRenderer.transform.localScale += new Vector3(0.03f, 0.03f, 0f); numBullets = 45; } else if (this.m_Gun == 3) { m_SpriteRenderer.sprite = m_MySprite3; this.m_SpriteRenderer.transform.localScale += new Vector3(0.04f, 0.04f, 0f); numBullets = 60; } else { m_SpriteRenderer.sprite = m_MySprite3; this.m_SpriteRenderer.transform.localScale += new Vector3(0.9f, 0.9f, 0f); numBullets = 500; } /* * Vector2 point = new Vector2(); * point = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); * Debug.Log("World: " + point.ToString());*/ // The commented code is for Chiru's reference. }