public GameObject SpawnOtherWpn(int num) { Debug.Log("I built a gun"); GameObject newWpn = Instantiate(PersistantSettings.weaponList[num], transform.GetChild(6)); weaponMovement script = newWpn.GetComponent <weaponMovement>(); if (!isLocalPlayer) { script.enabled = false; } else { script.thisMulti = this; script.thisInput = (input)localComponents[1]; cameraSpotHandler thisHandler = (cameraSpotHandler)localComponents[9]; thisHandler.spotR = newWpn.transform.GetChild(0); } gameObject.GetComponent <NetworkTransformChild>().target = newWpn.transform; weaponGraph[0] = newWpn.GetComponent <graphicCordinator>(); Debug.Log("odebral gracz: " + RemnetId + " od gracza "); //Vector3 positionOf = PersistantSettings.chosenWpn.prefab.transform.localPosition; //PersistantSettings.chosenWpn.prefab.transform.parent = transform.GetChild(6); //PersistantSettings.chosenWpn.prefab.transform.localPosition = positionOf; //localComponents[11] = PersistantSettings.chosenWpn.script; return(newWpn); }
// Update is called once per frame void Update() { if (highArmorPurchased == false && lowArmorPurchased == false) { clothPlayer = true; } bowCooldown.fillAmount = bowShoot / maxBowShoot; magicCooldown.fillAmount = magicShoot / maxMagicShoot; if (Input.GetKeyDown("1") && swordPurchased == true) { swordSelected.SetActive(true); bowSelected.SetActive(false); magicSelected.SetActive(false); } if (Input.GetKeyDown("2") && bowPurchased == true) { bowSelected.SetActive(true); swordSelected.SetActive(false); magicSelected.SetActive(false); } if (Input.GetKeyDown("3") && magicPurchased == true) { bowSelected.SetActive(false); swordSelected.SetActive(false); magicSelected.SetActive(true); } // Using Bow if (bowSelected.activeInHierarchy) { swordObject.SetActive(false); bowObject.SetActive(true); magicObject.SetActive(false); magicCooldown.fillAmount = 0; playerDamage = bowDamage * playerDamageModifier; attackPos = bowAttack; damageTook = playerDamage; if (bowShoot <= 0) { if (Input.GetMouseButtonDown(0)) { Vector2 target = Camera.main.ScreenToWorldPoint(new Vector2(Input.mousePosition.x, Input.mousePosition.y)); Vector2 playerPosition = new Vector2(transform.position.x + 0.2f, transform.position.y + 0.8f); Vector2 direction = target - playerPosition; direction.Normalize(); Quaternion rotation = Quaternion.Euler(0, 0, Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg); GameObject projectiles = (GameObject)Instantiate(projectile, playerPosition, rotation); projectiles.GetComponent <Rigidbody2D>().velocity = direction * speed; bowShoot = maxBowShoot; } } else { bowShoot -= Time.deltaTime; } } //Using Sword if (swordSelected.activeInHierarchy) { swordObject.SetActive(true); bowObject.SetActive(false); magicObject.SetActive(false); magicCooldown.fillAmount = 0; bowCooldown.fillAmount = 0; playerDamage = swordDamage * playerDamageModifier; attackPos = swordAttack; damageTook = playerDamage; weaponMovement weaponTimer = GetComponentInChildren <weaponMovement>(); if (weaponTimer.swordSwingtime <= 0) { if (Input.GetMouseButtonDown(0)) { Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(swordAttack.position, attackRange, whoIsEnemy); for (int i = 0; i < enemiesToDamage.Length; i++) { enemiesToDamage[i].GetComponent <enemyController>().TakeDamage(damageTook); Instantiate(hitEffect, enemiesToDamage[i].transform.position, Quaternion.identity); Debug.Log("Hit Enemy With Sword"); } } } /* if (Input.GetMouseButtonDown(0)) * { * Collider2D[] enemiesToDamage = Physics2D.OverlapCircleAll(swordAttack.position, attackRange, whoIsEnemy); * * * for (int i = 0; i < enemiesToDamage.Length; i++) * { * enemiesToDamage[i].GetComponent<enemyController>().TakeDamage(damageTook); * Instantiate(hitEffect, enemiesToDamage[i].transform.position, Quaternion.identity); * Debug.Log("Hit Enemy With Sword"); * } * * * }*/ } //Using Magic if (magicSelected.activeInHierarchy) { swordObject.SetActive(false); bowObject.SetActive(false); magicObject.SetActive(true); bowCooldown.fillAmount = 0; swordCooldown.fillAmount = 0; playerDamage = magicDamage * playerDamageModifier; attackPos = magicAttack; damageTook = playerDamage; if (magicShoot <= 0) { if (Input.GetMouseButtonDown(0)) { Vector2 target = Camera.main.ScreenToWorldPoint(new Vector2(Input.mousePosition.x, Input.mousePosition.y)); Vector2 playerPosition = new Vector2(transform.position.x + 0.2f, transform.position.y + 1.2f); Vector2 direction = target - playerPosition; direction.Normalize(); Quaternion rotation = Quaternion.Euler(0, 0, Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg); GameObject magicBeam = (GameObject)Instantiate(magicShot, playerPosition, rotation); magicBeam.GetComponent <Rigidbody2D>().velocity = direction * magicSpeed; magicShoot = maxMagicShoot; } } else { magicShoot -= Time.deltaTime; } } if (Input.GetKeyDown(KeyCode.R) && potionPurchased == true) { if (potionAmount > 0) { potionAmount -= 1; drinkSound.GetComponent <soundRandomizer>().PlayActive(); Instantiate(drinkEffect, transform.position, Quaternion.identity); potionText.text = potionAmount.ToString(); GetComponent <healthBar>().health += 3; } } anim.SetBool("gotLight", lowArmorPurchased); anim.SetBool("gotHeavy", highArmorPurchased); }