// Update is called once per frame void Update() { if (Cooldown > 0.0f) { Cooldown -= Time.deltaTime; sentryTipText.text = "Sentry cooldown: " + Mathf.CeilToInt(Cooldown); } else sentryTipText.text = (sentryGun.IsDeployed) ? "(T near sentry) pick the sentry" : "(T) place the sentry"; if (Input.GetButtonDown("PlaceSentry")) { if (sentryGun.IsDeployed && Vector3.Magnitude(sentryGun.transform.position - transform.position) < 4.0f) { sentryGun.PickUp(); } else if (!sentryGun.IsDeployed) { if (Cooldown > 0.0f) { return; } bool status = sentryGun.Deploy(transform.position + transform.forward + (Vector3.up * 0.5f), transform.rotation); if (!status) { // TODO write error message } } } }
void Death() { // Set the death flag so this function won't be called again. isDead = true; // Pick the sentry up. sentryComp.PickUp(); playerSentry.Cooldown = 5.0f; }