public void leftTrigger() { if (HUDInfo.getAble(XboxAxis.LeftTrigger) && !inputHandler.gameIsEnded) { Debug.Log("Firing LeftTrigger!"); int ammoCount = HUDInfo.getAmmo(XboxAxis.LeftTrigger); if (ammoCount > 0) { //Debug.Log("Ammo: " + ammoCount); ammoCount = HUDInfo.setAmmo(XboxAxis.LeftTrigger, ammoCount - 1); //Debug.Log("setAmmo(): " + ammoCount); //Do fire keepAbductAlive = true; if (HUDInfo.getAmmo(XboxAxis.LeftTrigger) == 0) { HUDInfo.callReload(XboxAxis.LeftTrigger); } } else { Debug.Log("Cannot fire, getAmmo <= 0, is " + HUDInfo.getAmmo(XboxAxis.LeftTrigger)); } } }
public void fireA() { Debug.Log("A able: " + HUDInfo.getAble(XboxKey.A) + ", canFireA: " + canFireA); if (HUDInfo.getAble(XboxKey.A) && canFireA && !inputHandler.gameIsEnded) { Debug.Log("Firing A!"); int ammoCount = HUDInfo.getAmmo(XboxKey.A); if (ammoCount > 0) { GameObject s1 = (GameObject)Instantiate(singleBeam, fireLocation.transform.position, fireLocation.transform.rotation); s1.transform.LookAt(rayHit.point); s1.GetComponent <BeamParam>().SetBeamParam(ourBeamParam); s1.AddComponent <lazerBullet>().setType(1); StartCoroutine(fireBeamTwoAndWait(fireLocation2.transform.position, fireLocation2.transform.rotation)); ammoCount = HUDInfo.setAmmo(XboxKey.A, ammoCount - 2); if (HUDInfo.getAmmo(XboxKey.A) == 0) { HUDInfo.callReload(XboxKey.A); } //StartCoroutine(waitA()); } else { Debug.Log("Cannot fire, getAmmo <= 0"); HUDInfo.callReload(XboxKey.A); } } }
public void fireB() { if (HUDInfo.getAble(XboxKey.B) && canFireB && !inputHandler.gameIsEnded) { Debug.Log("Firing B!"); int ammoCount = HUDInfo.getAmmo(XboxKey.B); if (ammoCount > 0) { ammoCount = HUDInfo.setAmmo(XboxKey.B, ammoCount - 1); keepConstBeamAlive = true; if (beam != null) { beam.transform.position = fireLocation.transform.position; } if (ammoCount <= 0) { Debug.Log("Reloading!"); HUDInfo.callReload(XboxKey.B); } } HUDInfo.callReload(XboxKey.B); } }
public void rightTrigger() { if (HUDInfo.getAble(XboxAxis.RightTrigger) && canFireRight && !inputHandler.gameIsEnded) { Debug.Log("Firing Right Trigger!"); int ammoCount = HUDInfo.getAmmo(XboxAxis.RightTrigger); if (ammoCount > 0) { //Debug.Log("Ammo: " + ammoCount); ammoCount = HUDInfo.setAmmo(XboxAxis.RightTrigger, ammoCount - 1); //Debug.Log("setAmmo(): " + ammoCount); //Do fire /*GameObject instantiated = (GameObject)Instantiate(bullet, fireLocation.transform.position, Quaternion.identity); * Rigidbody instantiatedRigid = instantiated.GetComponent<Rigidbody>(); * //THANKS TO WEI * instantiatedRigid.AddForce((rayHit.point- instantiated.transform.position).normalized * (float)instantiated.GetComponent<bullet>().getFireForce());*/ GameObject s1 = (GameObject)Instantiate(singleBeam, fireLocation.transform.position, fireLocation.transform.rotation); s1.transform.LookAt(rayHit.point); s1.GetComponent <BeamParam>().SetBeamParam(ourBeamParam); s1.AddComponent <lazerBullet>().setType(0); lazerFireSource.Play(); //instantiatedRigid.AddForceAtPosition(rayHit.point * instantiated.GetComponent<bullet>().getFireForce(), transform.forward); // PrintingIsDumb = //wait Fire StartCoroutine(waitRight()); if (HUDInfo.getAmmo(XboxAxis.RightTrigger) <= 0 || ammoCount <= 0) { Debug.Log("calling reload"); HUDInfo.callReload(XboxAxis.RightTrigger); } } else { Debug.Log("Cannot fire, getAmmo <= 0, is " + ammoCount); HUDInfo.callReload(XboxAxis.RightTrigger); } } }
public void fireY() { if (HUDInfo.getAble(XboxKey.Y)) { Debug.Log("Firing Y!"); int ammoCount = HUDInfo.getAmmo(XboxKey.Y); if (ammoCount > 0) { Debug.Log("Ammo: " + ammoCount); ammoCount = ammoCount - 1; Debug.Log("setAmmo(): " + HUDInfo.setAmmo(XboxKey.Y, ammoCount)); if (HUDInfo.getAmmo(XboxKey.Y) == 0) { HUDInfo.callReload(XboxKey.Y); } } else { Debug.Log("Cannot fire, getAmmo <= 0"); } } }