public void Update() { NormalMovement(); //Reset MovingState if (_Velocity.magnitude < Vector3.one.magnitude && Player_Controller.MovingState == Player_Controller.MovingStates.Running) { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Walking); } }
IEnumerator ReloadCO() { yield return(new WaitForSeconds(GunAnimation.clip.length)); ReloadStuff(); Player_Controller.CombatState = Player_Controller.CombatStates.Idle; if (Player_Controller.MovingState == Player_Controller.MovingStates.Running) { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Running); } }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } #region Interact if (Input.GetKeyDown(KeyCode.E)) { if (Player_Controller.m_Interact.CurrentInteractable) { Player_Controller.m_Interact.CurrentInteractable.OnInteract(); } } #endregion #region GUN if (Player_Controller.CombatState != Player_Controller.CombatStates.Reloading && Player_Controller.m_Gun.ActiveGun) { if (Input.GetButtonDown("Fire1")) { if (Player_Controller.MovingState == Player_Controller.MovingStates.Running) { Player_Controller.m_Gun.GunStats.PlayAim(); } else { Player_Controller.CombatState = Player_Controller.CombatStates.Shooting; } } if (Input.GetButton("Fire1") && Player_Controller.MovingState != Player_Controller.MovingStates.Running) { Player_Controller.m_Gun.Shootig(); } if (Input.GetButtonUp("Fire1")) { Player_Controller.m_Gun.ResetWeapon(); } //AIM if (Input.GetKeyDown(KeyCode.Mouse1)) { Player_Controller.Aim(); } //PUT GUN DOWN if (Input.GetKeyUp(KeyCode.Mouse1) && Player_Controller.Aiming) { Player_Controller.PutGunDown(); } if (Input.GetKeyDown(KeyCode.R)) { Player_Controller.m_Gun.ReloadWeapon(); } } // Change Weapon if (Input.GetKeyDown(KeyCode.Alpha1)) { if (Player_Controller.m_Gun.PrimaryWeapon && Player_Controller.m_Gun.ActiveGun != Player_Controller.m_Gun.PrimaryWeapon) { Player_Controller.m_Gun.GetNewWeapon(Player_Controller.m_Gun.PrimaryWeapon); } } if (Input.GetKeyDown(KeyCode.Alpha2)) { if (Player_Controller.m_Gun.SecondaryWeapon && Player_Controller.m_Gun.ActiveGun != Player_Controller.m_Gun.SecondaryWeapon) { Player_Controller.m_Gun.GetNewWeapon(Player_Controller.m_Gun.SecondaryWeapon); } } #endregion #region MOVEMENT Player_Controller.m_Movement.SetMoveDirection(GetMovementAxis()); // JUMP START if (Input.GetButtonDown("Jump")) { Player_Controller.m_Movement.StartJump(); } // JUMP END if (Input.GetButtonUp("Jump")) { Player_Controller.m_Movement.EndJump(); } //RUN START if (Input.GetButtonDown("Fire3") && Player_Controller.m_Movement._Velocity != Vector3.zero) { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Running); } //RUN END if (Input.GetButtonUp("Fire3")) { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Walking); } //CROUCH START if (Input.GetKeyDown(KeyCode.C)) { if (Player_Controller.MovingState != Player_Controller.MovingStates.Crouching) { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Crouching); } else { Player_Controller.ChangeMovingState(Player_Controller.MovingStates.Walking); } } #endregion }