void Start() { if (itemType != 0) { gun = null; } }
public itemObject() { itemID = -1; itemType = -1; itemCode = -1; image = null; name = ""; gun = null; }
private void Update() { if (alive) { if (mygun != null && mygun.inHand) { switch (mygun.name) { case "uzi": myAnimator.showUzi(); break; case "gun": myAnimator.showGun(); break; case "mp": myAnimator.showMp(); break; } if (!mygun.singleShoot) { if (Input.GetMouseButton(0)) { mygun.shoot = true; } } else { if (Input.GetMouseButtonDown(0)) { mygun.shoot = true; } } } else { noWeaponEquipt(); } checkMoveInput(); if (GetComponentInChildren <gunCheck>().mygun != null) { mygun = GetComponentInChildren <gunCheck>().mygun; } } else { deadfunction(); } }
private void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "gun" && !collision.GetComponent <gunObject>().inHand) { Debug.Log("Player exits: Gun"); this.gunOnFloor = null; } if (collision.tag == "granate" && !collision.GetComponent <granateSkript>().inHand) { Debug.Log("Player exits: Granade"); this.granateOnFloor = null; } }
private void FixedUpdate() { if (mygun != null && !this.dead) { if (punched) { gameObject.GetComponent <Animator>().SetBool("gun", false); gameObject.GetComponent <Animator>().SetBool("mp", false); gameObject.GetComponent <Animator>().SetBool("uzi", false); if (mygun != null) { mygun.switchHandState(); mygun = null; } } } }
public void setDead(bool deadState, string killer) { if (this.dead == deadState) { return; } this.dead = deadState; Debug.Log("Dead by " + killer); if (child.childCount > 0) { audioManager.PlaySound("enemy"); Debug.Log("stirb"); child.GetChild(0).gameObject.SetActive(false); } if (mygun != null) { mygun.switchHandState(); } gameObject.GetComponent <SpriteRenderer>().sortingOrder = -5; gameObject.GetComponent <Animator>().SetBool("gun", false); gameObject.GetComponent <Animator>().SetBool("mp", false); gameObject.GetComponent <Animator>().SetBool("uzi", false); gameObject.GetComponent <Animator>().SetBool("dead", true); gameObject.GetComponent <BoxCollider2D>().isTrigger = true; if (mygun != null) { gameObject.transform.DetachChildren(); mygun = null; } gameObject.GetComponentInParent <EnemyAI>().enabled = false; gameObject.GetComponentInParent <pathSkript>().enabled = false; gameObject.GetComponentInParent <CircleCollider2D>().isTrigger = true; gameObject.GetComponentInParent <AIController>().enabled = false; }
private void OnTriggerStay2D(Collider2D collision) { if (collision.tag == "gun" && !this.gunOnFloor.inHand) { Debug.Log("Player staying in: Gun"); if (Input.GetMouseButton(1)) { mygun = this.gunOnFloor; mygun.Owner = gameObject; mygun.switchHandState(); } } if (collision.tag == "granate" && !this.granateOnFloor.inHand) { Debug.Log("Player staying in: Granade"); if (Input.GetMouseButton(1)) { myGranate = this.granateOnFloor; myGranate.Owner = gameObject; myGranate.switchHandState(); } } }
private void FixedUpdate() { gunOfPlayer = FindObjectOfType <PlayerMovement>().mygun; granadeOfPlayer = FindObjectOfType <PlayerMovement>().myGranate; }