void Update() { if (Mehanics == PlayerMechanics.Mechanics2) { //pucanje: if (Input.GetKeyDown(KeyCode.Space) && PlayerBulletManager.isReloaded) { PlayerBulletManager.FireBullet(); PlayShotExplosionAnimation(); playerBulletManager.StartCoroutine(playerBulletManager.StartReloadWait()); AudioManager.PlayAudio(PlayerShotSound); } //kretnja: if (Input.GetKey(KeyCode.S)) { animation.Play("TankDown"); } else if (Input.GetKey(KeyCode.W)) { animation.Play("TankUp"); } else if (Input.GetKey(KeyCode.A)) { animation.Play("TankLeft"); } else if (Input.GetKey(KeyCode.D)) { animation.Play("TankRight"); } } }
//singleton getter/instanciator (call this instead) public static PlayerBulletManager getInstance() { if (m_self == null) { //create new instance and set it m_self = new PlayerBulletManager(); //m_self = (PlayerBulletManager)Instantiate(PlayerBulletManager, Vector3.zero, Quaternion.identity); m_self.Init(); } return(m_self); }
void OnTriggerEnter2D(Collider2D collider2D) { if (collider2D.tag != "Player" && collider2D.name != this.gameObject.name) { PlayerBulletManager.KillBullet(gameObject); for (int i = 0; i < whatCanBulletDestroy.Count; i++) { if (collider2D.tag == whatCanBulletDestroy[i]) { collider2D.gameObject.SetActive(false); } } } }
void Start() { playerExplosion.SetActive(false); initialMaxSpeed = maxSpeed; animation = GetComponent <Animation>(); shouldControl = true; rb = this.gameObject.GetComponent <Rigidbody2D>(); playerBulletManager = this.gameObject.GetComponent <PlayerBulletManager>(); bulletExplosion.SetActive(false); //jer je mehanika prvog tipa = usmjerenje cijevi pomocu rotacije uzroovane kolizijom tenka i zidova if (Mehanics == PlayerMechanics.Mechanics2) { rb.angularDrag = 999f; } }