public void ChangeWeapon(int weaponNumber) { Instantiate(mEquippedWeapon, new Vector3(transform.position.x, transform.position.y - 2.0f, transform.position.z), Quaternion.identity); //create a clone of the previous weapon just under the player //Destroy(InstantiatedWeapon, 3.0f); mEquippedWeapon = weaponList[weaponNumber]; mEquippedWeapon.transform.position = transform.position; weaponList[weaponNumber].transform.SetParent(transform); }
void Update() { playerScoreText.text = playerScore.ToString(); if (isPlayerDead == true) { timeSpentDead += Time.deltaTime; if (timeSpentDead >= timeToRespawn) { EnableAndShowPlayer(); isPlayerDead = false; timeSpentDead = 0f; } } //if L3 is held, the HUD will appear //if (Input.GetButton("Player_" + mPlayerNumber + "_Back")) //{ // playerHUD.SetActive(true); //} //else //{ // playerHUD.SetActive(false); //} waitTime -= Time.deltaTime; if (mEquippedWeapon) { if (GetComponent<ShellShock.Aiming>().AimDirection.magnitude > 0.9) { //if the fire button is pressed, fire the gun. if (Input.GetButton("Player_" + mPlayerNumber + "_Fire1") && !isPlayerDead) { if (mEquippedWeapon.RemainingAmmo >= 0) { ammoSlider.value = (float)mEquippedWeapon.RemainingAmmo / (float)mEquippedWeapon.MaximumAmmo; } //emit the bullet casing particle system minigunParticleSystem.Emit(1); if (!mEquippedWeapon.Shoot(GetComponent<ShellShock.Aiming>().CorrectedAimDirection, mPlayerNumber)) { mEquippedWeapon = null; } } } } }
public void ResetPlayerProperties() { //reset player's health mHealth = mMaxHealth; HPSlider.value = 1; ammoSlider.value = 1; //equip the player with a fully loaded pistol. mEquippedWeapon = playerPistol; mEquippedWeapon.RemainingAmmo = mEquippedWeapon.MaximumAmmo; }