// public GameObject FakePlayer;

    // public Transform ThePlayer;

    // public Transform Face;

    // public Transform CloningPoint1;

    // public Transform CloningPoint2;

    // public Transform CloningPoint3;

    // public GameObject Watchyeah;

    // public ParticleSystem Smoke;

    // public Material Ghost;

    // public Material Normal;



    void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))



        {
            ActivateWatchAbility AAW = GameObject.Find("Activate the watch ability").GetComponent <ActivateWatchAbility>();

            AAW.enabled = true;


            print("calmmmm");



            Light_Hold_Blue LHBY = GameObject.FindWithTag("FlashLight").GetComponent <Light_Hold_Blue>();

            LHBY.enabled = false;



            ActivateWatchAbilityTwo_Liban LYPTO = GameObject.Find("Activate second watch ability").GetComponent <ActivateWatchAbilityTwo_Liban>();


            LYPTO.enabled = true;



            Stun_Light_Liban STGH = GameObject.FindWithTag("FlashLight").GetComponent <Stun_Light_Liban>();

            STGH.enabled = false;
        }
    }
예제 #2
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    void RunOut()


    {
        TorchLightBlue.gameObject.SetActive(false);



        Light_Hold_Blue LLLIGHTHOLDblue = GameObject.FindWithTag("FlashLight").GetComponent <Light_Hold_Blue>();

        LLLIGHTHOLDblue.enabled = false;



        Stun_Light_Liban SLYellow = GameObject.FindWithTag("FlashLight").GetComponent <Stun_Light_Liban>();

        SLYellow.enabled = false;


        StunLightYellow.gameObject.SetActive(false);



        CurrentBattery = 0;
    }
예제 #3
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    void Revive()

    {
        // TorchLightBlue.gameObject.SetActive(true);


        // Battery_Level ThisScrtipt = GameObject.FindWithTag("FlashLight").GetComponent<Battery_Level>();

        //  ThisScrtipt.enabled = true;


        Light_Hold_Blue LIGHTHOLDBLUE = GameObject.FindWithTag("FlashLight").GetComponent <Light_Hold_Blue>();

        LIGHTHOLDBLUE.enabled = true;



        Stun_Light_Liban Yellowwww = GameObject.FindWithTag("FlashLight").GetComponent <Stun_Light_Liban>();

        Yellowwww.enabled = true;
    }
예제 #4
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    void Launch()

    {
        Ray        camRay = Camyeahyeah.ScreenPointToRay(Input.mousePosition);
        RaycastHit Hit;



        if (Physics.Raycast(camRay, out Hit, 100f, Layer))


        {
            cursor.transform.position = Hit.point + Vector3.up * 0.5f;


            Vector3 Vo = CalculateVelocity(Hit.point, shootingpoint.position, 2.2f);


            Visualize(Vo);


            //   transform.rotation = Quaternion.LookRotation(Vo);



            if (Input.GetMouseButtonUp(0) && readyToThrowyeah && grenadeamountCounter > 0)

            {
                Rigidbody obj = Instantiate(bulletPrefabs, shootingpoint.position, shootingpoint.rotation);

                obj.velocity = Vo;


                readyToThrowyeah = false;



                TheTimer = Time.timeSinceLevelLoad + 11.0f;



                Grenade_Timer_Text_Liban GT_Timer3 = GameObject.Find("Grenade Timer Text").GetComponent <Grenade_Timer_Text_Liban>();


                GT_Timer3.GrenadeTimerTimer = 11.0f;



                TrajectoryGroundCursor.gameObject.SetActive(false);



                TheTrajectoryCamera.gameObject.SetActive(false);



                TheTrajectoryCamera.transform.position = WhereTheCameraWillSpawn.position;



                TheThirdPErsonCamera.gameObject.SetActive(true);



                FP_RigidB.gameObject.SetActive(true);


                GrenadeText.gameObject.SetActive(false);



                TheCursorScript.gameObject.SetActive(false);



                cursor.gameObject.SetActive(false);



                CountdownSoundEffect.Stop();



                LineRenderer LR = GameObject.Find("Character").GetComponent <LineRenderer>();


                LR.enabled = false;



                ActivateWatchAbilityTwo_Liban TREW2 = GameObject.Find("Activate second watch ability").GetComponent <ActivateWatchAbilityTwo_Liban>();


                TREW2.enabled = true;



                TheCursorScript.gameObject.SetActive(false);



                cursor.gameObject.SetActive(false);



                Stun_Light_Liban STRE67 = GameObject.FindWithTag("FlashLight").GetComponent <Stun_Light_Liban>();

                STRE67.enabled = false;
            }



            if (Input.GetMouseButtonUp(1) && readyToThrowyeah && grenadeamountCounter > 0)


            {
                Rigidbody obj2 = Instantiate(secondBulletPrefabs, shootingpoint.position, shootingpoint.rotation);


                obj2.velocity = Vo;



                readyToThrowyeah = false;



                TheTimer = Time.timeSinceLevelLoad + 11.0f;



                Grenade_Timer_Text_Liban GT_Timer3 = GameObject.Find("Grenade Timer Text").GetComponent <Grenade_Timer_Text_Liban>();


                GT_Timer3.GrenadeTimerTimer = 11.0f;



                TrajectoryGroundCursor.gameObject.SetActive(false);



                TheTrajectoryCamera.gameObject.SetActive(false);



                TheTrajectoryCamera.transform.position = WhereTheCameraWillSpawn.position;



                TheThirdPErsonCamera.gameObject.SetActive(true);



                FP_RigidB.gameObject.SetActive(true);



                GrenadeText.gameObject.SetActive(false);



                CountdownSoundEffect.Stop();



                // Light_Hold_Blue GF = GameObject.FindWithTag("FlashLight").GetComponent<Light_Hold_Blue>();


                // GF.TorchLightBlue.gameObject.SetActive(true);



                LineRenderer LR = GameObject.Find("Character").GetComponent <LineRenderer>();


                LR.enabled = false;



                ActivateWatchAbilityTwo_Liban TREW2 = GameObject.Find("Activate second watch ability").GetComponent <ActivateWatchAbilityTwo_Liban>();


                TREW2.enabled = true;



                TheCursorScript.gameObject.SetActive(false);



                Stun_Light_Liban STRE67 = GameObject.FindWithTag("FlashLight").GetComponent <Stun_Light_Liban>();

                STRE67.enabled = false;
            }
        }
    }