public float BurstRate = 0.1f; //Время между выстрелами void Start() { //anim = GetComponent<Animator>();//получаем анимацию выстрела _gunMode = GunMode.single; // режим стрельбы одиночный }
public override void Update() { base.Update(); // Primary Firing Modes if (Input.GetButton( "Fire1" )) { previousPosition = Input.mousePosition; base.fired = true; currentMode = GunMode.Grab; } if (Input.GetButtonUp( "Fire1" )) { base.fired = false; if (affectedBlock != null) { affectedBlock.Lock(); affectedBlock = null; transform.parent.gameObject.GetComponent<CharacterMovement>().enabled = true; } } // Secondary Firing Modes if (Input.GetButton( "Fire2" )) { base.fired = true; currentMode = selectedMode; } if (Input.GetButtonUp( "Fire2" )) { base.fired = false; hit_object = false; if (affectedBlock != null) { affectedBlock.Lock(); affectedBlock = null; line.enabled = false; renderedLine.SetActiveRecursively(false); } } // MouseWheel Scroll (selecting the modes for Attract and Repel) if (Input.GetAxis("Mouse ScrollWheel") != 0.0f) { if (selectedMode == GunMode.Attract) selectedMode = GunMode.Repel; else selectedMode = GunMode.Attract; } }
// Update is called once per frame void Update() { ScreenPos = Camera.main.WorldToViewportPoint(transform.position); //CONTROL BLIND { // Jumping part if (Input.GetKeyDown(btn_Jump)) { Hop_jump = true; //! TEST //FindObjectOfType<TextGenerator>().CreateText(transform.position, "JUMP!", DisplayDamage.TextState.Green, 54); } if (Input.GetKeyUp(btn_Jump)) { Hop_jump = false; Hover_Jump = false; } // Shooting part if (Input.GetKeyDown(btn_SwitchGun)) { CurrentGunMode += 1; } switch ((GunMode)((int)CurrentGunMode % GunModeCount)) { case GunMode.NormalBullet: if (Input.GetKeyDown(btn_Attack1)) { Shoot1(); } if (Input.GetKey(btn_Attack1)) { if (DecayBeforeAutoShoot_fix <= DecayBeforeAutoShoot) { DecayBeforeAutoShoot_fix += Time.deltaTime; } if (DecayBeforeAutoShoot_fix >= DecayBeforeAutoShoot) { ShootAuto(); } } if (Input.GetKeyUp(btn_Attack1)) { DecayBeforeAutoShoot_fix = 0; } break; case GunMode.Flame: //Debug.Log("HasShotFlame PressedAttack"); //Debug.Log(HasShotFlame + " " + PressedAttack); if (Input.GetKey(btn_Attack1)) { PressedAttack = true; } else { PressedAttack = false; } if (!HasShotFlame && PressedAttack) { flame = ShootFlame(); } if (HasShotFlame && !PressedAttack) { PS = flame.GetComponent <ParticleSystem>(); var main = PS.main; main.loop = false; HasShotFlame = false; } break; } } if (transform.position.y <= -8) { transform.position = new Vector3(transform.position.x, 0); rb.velocity = new Vector2(rb.velocity.x, 0); } if (ScreenPos.x < -0.1) { IsAlive = false; Instantiate(Explosion, transform.position, Quaternion.identity); //Trigger GameOver script Gameover_script().IsGameEnd = true; Destroy(gameObject); } }
public Gun(int pistolCapacity, GunMode mode) { this.PistolCapacity = pistolCapacity; this.Mode = mode; }
public void SetGunMode(string mode) { gunMode = (GunMode)System.Enum.Parse(typeof(GunMode), mode, true); }
public void SetGunMode(GunMode mode) { gunMode = mode; }
public void SetGunMode(GunMode mode) { this.gunMode = mode; }
public void Update(GameTime gameTime) { float elapsedTime = (float)gameTime.ElapsedGameTime.TotalMilliseconds; var kstate = Keyboard.GetState(); if (kstate.IsKeyDown(Keys.F)) { if (canChangeMode) { canChangeMode = false; switch (mode) { case GunMode.Default: mode = GunMode.Cannon; break; case GunMode.Cannon: mode = GunMode.Sniper; break; default: mode = GunMode.Default; break; } } } else { canChangeMode = true; } //Remove any bullets that collided in the last update RemoveCollidedBullets(); UpdateSnipePoints(elapsedTime); MoveBullets(elapsedTime, bullets, cannonballs, snipes); var mstate = Mouse.GetState(); timeBetweenShots += elapsedTime; if (mstate.LeftButton == ButtonState.Pressed) { if (timeBetweenShots > 100 && !justShot) { Shoot(mstate.Position.ToVector2()); //soundEffectGunshot.CreateInstance().Play(); if (countingRhythm) { if (shotRhythm == 0) { shotRhythm = timeBetweenShots; } else if (Math.Abs(timeBetweenShots - shotRhythm) < 60) { rhythmReady = true; } else { rhythmReady = false; countingRhythm = false; } } else { countingRhythm = true; shotRhythm = 0; } timeBetweenShots = 0; justShot = true; } } else { justShot = false; } if (rhythmReady && timeBetweenShots >= .5 * shotRhythm && rhythmReady) { soundEffectRhythmClick.CreateInstance().Play(); rhythmReady = false; } }
//private Transform dummyCam; //private Vector3 oldMousePos = Vector3.zero; void Awake() { var wTransform = transform.Find ("weapon Transform"); anim = GetComponent<Animator>(); aud = wTransform.Find("Audio").GetComponent<AudioSource>(); //aud.clip = hgSFX; ammoDisp = GameObject.Find("ammoClipTXT").GetComponent<Text>(); // Setting up the references. playerT = GameObject.FindGameObjectWithTag("Player").transform; playerCtrl = playerT.GetComponent<PlayerControl>(); playerHealth = playerT.GetComponent<PlayerHealth>(); //print (playerT.name); playerCtrl.gunCS = this; playerAnim = playerT.GetComponent<Animator>(); kickHit = playerT.Find ("kickHit").GetComponent<KickHit>(); grabEnemyHitGO = playerT.Find ("grabEnemyHit").gameObject; //gehCS = grabEnemyHitGO.GetComponent<GrabEnemyHit> (); grabEnemyHitGO.GetComponent<GrabEnemyHit> ().gunCS = this; //yellSFX = playerCtrl.jumpFX;//make kick yell SFX same as jump from player control head = playerT.Find("head Transform"); headSR = head.transform.Find ("head").GetComponent<SpriteRenderer>(); psychoEye = head.Find("head").Find("psychoEye").gameObject; SliderJoint2D jnt = playerT.gameObject.AddComponent<SliderJoint2D>(); jnt.connectedBody = GetComponent<Rigidbody2D>(); jnt.anchor = new Vector2(0,0.6f); jnt.useLimits = true; jnt.angle = 90f; JointTranslationLimits2D l = new JointTranslationLimits2D(); l.max = 1.2f; jnt.limits = l; //WEAPONS STUFF handGunWeapon = new Weapon(GunMode.HANDGUN,transform.Find("weapon Transform")); handGunWeapon.bulletShell = bulletShells [0]; machineGunWeapon = new Weapon(GunMode.MACHINEGUN,transform.Find("weapon Transform")); machineGunWeapon.bulletShell = bulletShells [0]; grenadeWeapon = new Weapon (GunMode.GRENADE,transform.Find("weapon Transform")); flameWeapon = new Weapon (GunMode.FLAME,transform.Find("weapon Transform")); rpgWeapon = new Weapon (GunMode.ROCKET,transform.Find("weapon Transform")); punchWeapon = new Weapon (GunMode.PUNCH,transform.Find("weapon Transform")); shotGunWeapon = new Weapon (GunMode.SHOTGUN,transform.Find("weapon Transform")); shotGunWeapon.bulletShell = bulletShells [1]; stratWeapon = new Weapon (GunMode.STRAT,transform.Find("weapon Transform")); activeWeapon = handGunWeapon; weapons[0]=new Weapon(GunMode.UNARMED,transform.Find("weapon Transform")); weapons[1]=handGunWeapon; weapons[2]=machineGunWeapon; weapons[3]=grenadeWeapon; weapons[4]=flameWeapon; weapons[5]=rpgWeapon; weapons[6]=punchWeapon; weapons [7] = shotGunWeapon; weapons[8] = stratWeapon; weaponsForAmmo[0] = machineGunWeapon; weaponsForAmmo[1] = grenadeWeapon; weaponsForAmmo[2] = flameWeapon; weaponsForAmmo[3] = rpgWeapon; weaponsForAmmo[4] = punchWeapon; weaponsForAmmo [5] = shotGunWeapon; gunModes[0]=GunMode.UNARMED; gunModes[1]=GunMode.HANDGUN; gunModes[2]=GunMode.MACHINEGUN; gunModes[3]=GunMode.GRENADE; gunModes[4]=GunMode.FLAME; gunModes[5]=GunMode.ROCKET; gunModes[6]=GunMode.PUNCH; gunModes[7]=GunMode.SHOTGUN; gunModes[8]=GunMode.STRAT; //unarmLGO = playerT.Find ("body").Find("psycho bob_armL").gameObject;//unarmed arms, animated separately //unarmRGO = playerT.Find ("body").Find("psycho bob_armR").gameObject; handGunGO = wTransform.Find ("handGun3D").gameObject; bazookaGO = wTransform.Find ("bazooka3D").gameObject; machineGunGO = wTransform.Find ("machineGun3D").gameObject; flameThrowerGO = wTransform.Find ("flameThrower3D").gameObject; shotGunGO = wTransform.Find ("shotGun3D").gameObject; stratGO = wTransform.Find ("stratGun3D").gameObject; rpgGO = wTransform.Find("bazooka3D").Find("rocket3D").gameObject; punchGO = wTransform.Find("bazooka3D").Find("punch3D").gameObject; weaponWheel = transform.Find("UIweaponWheel").gameObject;//GameObject.Find ("UI").transform.Find("UIweaponWheel").gameObject;//playerT.Find("weaponSelect").gameObject; weaponWheel.transform.SetParent (GameObject.Find ("UI").transform, false); bulletShell_ShotPos =wTransform. transform.Find ("bulletShell_spot"); handGunFlare = wTransform.Find ("handGun3D").Find ("handGunFlare").GetComponent<ParticleSystem>(); handGunFlareLight = wTransform.Find ("handGun3D").Find("handGunFlare light").GetComponent<Light>(); //handGunFlareLight2 = wTransform.Find ("handGun3D").Find("handGunFlare light2").GetComponent<Light>(); gunFlare = wTransform.Find ("machineGun3D").Find ("gunFlare").GetComponent<ParticleSystem>(); gunFlareLight = wTransform.Find ("machineGun3D").Find("gunFlare light").GetComponent<Light>(); //gunFlareLight2 = wTransform.Find ("machineGun3D").Find("gunFlare light2").GetComponent<Light>(); shotGunFlare = wTransform.Find ("shotGun3D").Find ("gunFlare").GetComponent<ParticleSystem>(); shotGunFlareLight = wTransform.Find ("shotGun3D").Find("gunFlare light").GetComponent<Light>(); //shotGunFlareLight2 = wTransform.Find ("shotGun3D").Find("gunFlare light2").GetComponent<Light>(); flame = wTransform.Find ("flameThrower3D").Find("flame").GetComponent<ParticleSystem>(); smoke = wTransform.Find ("flameThrower3D").Find("flameSmoke").GetComponent<ParticleSystem>(); flameLight = wTransform.Find ("flameThrower3D").Find("flameFX").GetComponent<Light>(); flameAud = flameLight.gameObject.GetComponent<AudioSource>(); rpgSmoke = wTransform.Find ("bazooka3D").Find("rpgSmoke").GetComponent<ParticleSystem>(); stratLightning = transform.Find ("lightning").gameObject; stratLightning.transform.parent = null; lightningCS = stratLightning.GetComponent<Lightning> (); stratLightning.SetActive(false); armIK[0] = playerT.Find ("body").Find ("psycho bob_armL").GetComponent<SimpleCCD>(); armIK[1] = playerT.Find ("body").Find("psycho bob_armR").GetComponent<SimpleCCD>(); armTargets[0]= transform.Find("weapon Transform").Find ("fArmB_L_IK");//for flipping when gun flips armTargets[1]= transform.Find("weapon Transform").Find ("fArmB_R_IK"); armTargets[2]= playerT.Find ("handL_IK");//for unarmed IK targets armTargets[3]= playerT.Find ("handR_IK"); armTargets[4]= stratGO.transform.Find("handLmg");//for strat armTargets[5]= stratGO.transform.Find ("handRmg"); armTargets[6]= playerT.Find ("handL_IK_grab"); //for grabbing enemies; armTargets[7]= playerT.Find ("handR_IK_grab"); fArmR_SR = armIK[1].transform.Find("psycho bob_fArmR").GetComponent<SpriteRenderer>(); fArmL_SR = armIK[0].transform.Find("psycho bob_fArmL").GetComponent<SpriteRenderer>(); armL_SR = armIK[0].transform.parent.Find("psycho bob_armL").GetComponent<SpriteRenderer>(); //elbowTargets [0] = playerT.Find ("body").Find ("Skeleton").Find ("armB_L_IK"); //elbowTargets [1] = playerT.Find ("body").Find ("Skeleton").Find ("armB_R_IK"); armTargetPos[0] = armTargets[0].localPosition;//handgun machine gun L armTargetPos[1] = armTargets[1].localPosition;//R armTargetPos[2] = new Vector3(-0.8f,-0.4f,armTargets[0].localPosition.z);//flamethrower armTargetPos[3] = new Vector3(1.2f,-0.2f,armTargets[1].localPosition.z); armTargetPos[4] = new Vector3(-0.6f,-0.1f,armTargets[1].localPosition.z);//bazooka armTargetPos[5] = new Vector3(2f,1.57f,armTargets[0].localPosition.z); armTargetPos[6] = new Vector3(-.75f,-0.3f,armTargets[0].localPosition.z);//shotgun armTargetPos[7] = new Vector3(1.5f,0.5f,armTargets[0].localPosition.z); //armTargetPos[8] = new Vector3(-1f,0.8f,armTargets[0].localPosition.z);//strat //armTargetPos[9] = new Vector3(1.8f,-0.5f,armTargets[0].localPosition.z); hudGun =GameObject.FindGameObjectWithTag("HUD").transform.Find ("gunHUD").Find ("weaponIMG").GetComponent<UI_WeaponDisplay>(); rightHands[0] = wTransform.Find("handGun3D").Find ("hands2").GetComponent<SpriteRenderer>(); rightHands[1] = wTransform.Find("machineGun3D").Find ("handRmg").GetComponent<SpriteRenderer>(); rightHands[2] = wTransform.Find("shotGun3D").Find ("shotgun_grip").Find ("handR").GetComponent<SpriteRenderer>(); rightHands[3] = wTransform.Find("stratGun3D").Find ("handRmg").GetComponent<SpriteRenderer>(); rightHands[4] = wTransform.Find("flameThrower3D").Find ("handR").GetComponent<SpriteRenderer>(); rightHands[5] = wTransform.Find("bazooka3D").Find ("handRbz").GetComponent<SpriteRenderer>(); //rightHands[6] = wTransform.Find("").Find ("handR").gameObject; //rightHands[7] = wTransform.Find("").Find ("handR").gameObject; //rightHands[8] = wTransform.Find("").Find ("handR").gameObject; //hero = transform.root.gameObject.transform; bazookaGO.SetActive(false); machineGunGO.SetActive(false); //flameThrowerGO.SetActive(false); //camera = Camera.main; var xhairGO = (GameObject)Instantiate (xhairRef,transform.position , Quaternion.identity); xhair = xhairGO.transform; xhair.name = "xhair"; Cursor.visible = false; xhairHUD =GameObject.FindGameObjectWithTag("HUD").transform.Find ("xhairHUD"); gunMode = GunMode.UNARMED; SwitchWeapons(); cameraXmaxMin = Camera.main.transform.GetComponent<CameraFollow>().GetCameraMaxMin(); //dummyCam = Camera.main.transform.Find ("dummyCam"); }
private void SwitchWeapons() { //Color white = Color.white; //foreach(Transform child in weaponWheel.transform){ //child.GetComponent<Toggle>().colors.normalColor = white; //} if (reloading) { anim.SetTrigger("StopReloading"); StopCoroutine("Reloading"); reloading = false; canShoot = true; } handGunGO.SetActive(false); machineGunGO.SetActive(false); flameThrowerGO.SetActive(false); //punchGO.SetActive(false); //rpgGO.SetActive(false); bazookaGO.SetActive(false); punchGO.SetActive(false); shotGunGO.SetActive (false); stratGO.SetActive(false); //print (gunMode); if(lastGunMode == GunMode.UNARMED || lastGunMode == GunMode.STRAT){ armIK[0].transform.Find ("psycho bob_fArmL").Find ("psycho bob_handL").gameObject.SetActive(false);//GetComponent<SpriteRenderer>().enabled = false; armIK[1].transform.Find ("psycho bob_fArmR").Find ("psycho bob_handR").gameObject.SetActive(false);//GetComponent<SpriteRenderer>().enabled = false; armIK[0].target = armTargets[0]; armIK[1].target = armTargets[1]; aud.Stop(); playerAnim.SetTrigger("stopCharge"); stratWeapon.chargeCount = 0; } if(gunMode == GunMode.UNARMED){ armIK[0].transform.Find ("psycho bob_fArmL").Find ("psycho bob_handL").gameObject.SetActive(true);//GetComponent<SpriteRenderer>().enabled = true; armIK[1].transform.Find ("psycho bob_fArmR").Find ("psycho bob_handR").gameObject.SetActive(true);//GetComponent<SpriteRenderer>().enabled = true; armIK[0].target = armTargets[2]; armIK[1].target = armTargets[3]; hudGun.switchWeapon(0); gunMode = GunMode.UNARMED; }else if(gunMode == GunMode.HANDGUN){ //handGun //weaponWheel.transform.Find("1").GetComponent<Toggle>().isOn = true;//colors.normalColor = new Color(.6,.7,.2,1); //aud.clip = hgSFX; StopCoroutine("canShootAgain"); canShoot = true; handGunGO.SetActive(true); gunMode = GunMode.HANDGUN; hudGun.switchWeapon(1); armTargets[0].localPosition = armTargetPos[0]; armTargets[1].localPosition = armTargetPos[1]; activeWeapon = handGunWeapon; }else if (gunMode == GunMode.MACHINEGUN){ //machine gun //aud.clip = mgSFX; canShoot = true; //bazookaRen.sprite = m4; machineGunGO.SetActive(true); machineGunGO.transform.Find ("handLmg").gameObject.SetActive(true); machineGunGO.transform.Find ("handL2mg").gameObject.SetActive(false); gunMode = GunMode.MACHINEGUN; hudGun.switchWeapon(2); //var v = new Vector3(armTargetPos[0].x - 1,armTargetPos[0].y,armTargetPos[0].z); armTargets[0].localPosition = armTargetPos[0];//v; armTargets[1].localPosition = armTargetPos[1]; activeWeapon = machineGunWeapon; }else if (gunMode == GunMode.GRENADE){ // m240 grenade laucnher aud.clip = bSFX; machineGunGO.SetActive(true); machineGunGO.transform.Find ("handLmg").gameObject.SetActive(false); machineGunGO.transform.Find ("handL2mg").gameObject.SetActive(true); armTargets[0].localPosition = new Vector3(armTargetPos[0].x + .5f,armTargetPos[0].y - .25f,armTargets[0].localPosition.z); armTargets[1].localPosition = armTargetPos[1]; gunMode = GunMode.GRENADE; hudGun.switchWeapon(3); activeWeapon = grenadeWeapon; }else if (gunMode == GunMode.FLAME){ ///flame aud.clip = fSFX; flameThrowerGO.SetActive(true); gunMode = GunMode.FLAME; hudGun.switchWeapon(4); armTargets[0].localPosition = armTargetPos[2]; armTargets[1].localPosition = armTargetPos[3]; activeWeapon = flameWeapon; }else if(gunMode == GunMode.ROCKET){ //bazoooooooooka //aud.clip = rpgSFX; bazookaGO.SetActive(true); rpgGO.SetActive(true); punchGO.SetActive(false); gunMode = GunMode.ROCKET; hudGun.switchWeapon(5); armTargets[0].localPosition = armTargetPos[4]; armTargets[1].localPosition = armTargetPos[5]; activeWeapon = rpgWeapon; }else if(gunMode == GunMode.PUNCH){ //PUNCH aud.clip = bSFX; StopCoroutine("canShootAgain"); canShoot = true; gunMode = GunMode.PUNCH; bazookaGO.SetActive(true); rpgGO.SetActive(false); punchGO.SetActive(true); hudGun.switchWeapon(6); armTargets[0].localPosition = armTargetPos[4]; armTargets[1].localPosition = armTargetPos[5]; activeWeapon = punchWeapon; }else if(gunMode == GunMode.SHOTGUN){ //SHOTGUN StopCoroutine("canShootAgain"); canShoot = true; gunMode = GunMode.SHOTGUN; shotGunGO.SetActive(true); bazookaGO.SetActive(false); rpgGO.SetActive(false); punchGO.SetActive(true); hudGun.switchWeapon(7); armTargets[0].localPosition = armTargetPos[6]; armTargets[1].localPosition = armTargetPos[7]; activeWeapon = shotGunWeapon; }else if(gunMode == GunMode.STRAT){ StopCoroutine("canShootAgain"); canShoot = true; gunMode = GunMode.STRAT; stratGO.SetActive(true); hudGun.switchWeapon(8); //print(armTargetPos[8]); armIK[0].target = armTargets[4]; armIK[1].target = armTargets[5]; activeWeapon = stratWeapon; } UpdateAmmoDisp(); lastGunMode = gunMode; if(activeWeapon.clip <=0){ Reload(); } }
//used by event triggers on weapon wheel //SWITCHING WEAPONS public void SwitchWeaponMode(int mode) { if (weapons [mode].hasGun) { gunMode = gunModes [mode]; } }
//to switch automatically, ie out of ammo switch to handgun public void SwitchToWeapon(GunMode gm) { gunMode = gm; SwitchWeapons(); }
//pickup guns or ammo public void PickupItem(global::PickupTrigger.PickupMode pickupMode, GunMode gMode, int howMuch) { //print (pickup); AudioSource.PlayClipAtPoint(reloadFX[0], transform.position); if(pickupMode == global::PickupTrigger.PickupMode.WEAPON){ GetComponent<Gun>().SwitchToWeapon(gMode); //AudioSource.PlayClipAtPoint(pickupFX[0], transform.position); switch(gMode){ case Gun.GunMode.HANDGUN: handGunWeapon.hasGun = true; weaponWheel.transform.Find("1").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.MACHINEGUN: machineGunWeapon.hasGun = true; weaponWheel.transform.Find("2").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.GRENADE: grenadeWeapon.hasGun = true; weaponWheel.transform.Find("3").GetComponent<Toggle>().interactable = true; transform.Find ("weapon Transform").Find ("machineGun3D").Find("grenadeLauncher").gameObject.SetActive(true); transform.Find ("weapon Transform").Find ("machineGun3D").Find("handRmg").localPosition = new Vector3(1.1f,-0.25f,-0.2f);//move hand down for launcher//had to make separate hands once I animated for reload they wouldnt move break; case Gun.GunMode.FLAME: flameWeapon.hasGun = true; weaponWheel.transform.Find("4").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.ROCKET: rpgWeapon.hasGun = true; weaponWheel.transform.Find("5").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.PUNCH: punchWeapon.hasGun = true; weaponWheel.transform.Find("6").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.SHOTGUN: shotGunWeapon.hasGun = true; weaponWheel.transform.Find("7").GetComponent<Toggle>().interactable = true; break; case Gun.GunMode.STRAT: stratWeapon.hasGun = true; weaponWheel.transform.Find("8").GetComponent<Toggle>().interactable = true; break; } }else{//ammo Weapon whichAmmo= handGunWeapon;//new Weapon(gunMode,transform); switch(gMode){ case Gun.GunMode.MACHINEGUN: whichAmmo = machineGunWeapon; break; case Gun.GunMode.GRENADE: whichAmmo = grenadeWeapon; break; case Gun.GunMode.FLAME: whichAmmo = flameWeapon; break; case Gun.GunMode.ROCKET: whichAmmo = rpgWeapon; break; case Gun.GunMode.PUNCH: whichAmmo = punchWeapon; break; case Gun.GunMode.SHOTGUN: whichAmmo = shotGunWeapon; break; } whichAmmo.ammo += howMuch; if(whichAmmo.ammo > whichAmmo.maxAmmo){ whichAmmo.ammo = whichAmmo.maxAmmo; } UpdateAmmoDisp(); } }
// Use this for initialization void Start() { InitiliseAmmo(); CurrentGunMode = GunMode.Standard; CurrentGunType = GunType.SingleShot; }
void Update() { // TEMP if(Input.GetKeyDown(KeyCode.E) && gunMode == GunMode.suck) { gunMode = GunMode.blow; if(!gunEffect.isPlaying)gunEffect.Play(); } else if (Input.GetKeyDown(KeyCode.E) && gunMode == GunMode.blow) { gunMode = GunMode.suck; if(!gunEffect.isPlaying)gunEffect.Play(); } // TEMP if(Input.GetMouseButton(0)) { ActivateGun(); GunInUse = true; } else GunInUse = false; SilenceSound(); if(oxygen < 0) oxygen = 0; if(!GunInUse) ResetSpecialTargetValues(); }