// Start is called before the first frame update void Start() { gun = GetComponentInChildren <gun_logic>(); fpcam = GameObject.Find("Main Camera").GetComponent <cameralogic_reboot>(); m_animator = GetComponent <Animator>(); m_charactercontroller = GetComponent <CharacterController>(); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { gun_logic gun = other.GetComponentInChildren <gun_logic>(); if (gun) { gun.refill_ammo(); Destroy(gameObject); } } }
// Update is called once per frame void Update() { m_horizontalaxis = Input.GetAxis("Horizontal"); m_verticalaxis = Input.GetAxis("Vertical"); total_move = new Vector3(-m_verticalaxis, 0, m_horizontalaxis); if (Input.GetButtonDown("Jump") && !isjumping) { isjumping = true; } if (m_interactableobject && Input.GetButtonDown("Fire2")) { if (!m_equppedobject) { gun_logic gun = m_interactableobject.GetComponent <gun_logic>(); if (gun) { //sets the position of the gun m_interactableobject.transform.rotation = equipposition.rotation; m_interactableobject.transform.position = equipposition.position; m_interactableobject.transform.parent = gameObject.transform; m_equppedobject = m_interactableobject; //deactivate gravity and deactivate collider gun.equip_weapon(); } } else if (m_equppedobject == m_interactableobject) { gun_logic gun = m_interactableobject.GetComponent <gun_logic>(); if (gun) { //sets the position of the gun m_interactableobject.transform.parent = null; m_equppedobject = null; //activate gravity and activate collider gun.unequip_weapon(); } } else if (m_equppedobject != m_interactableobject) { gun_logic gun = m_equppedobject.GetComponent <gun_logic>(); if (gun) { //sets the position of the gun m_equppedobject.transform.parent = null; m_equppedobject = null; //activate gravity and activate collider gun.unequip_weapon(); } gun_logic gunn = m_interactableobject.GetComponent <gun_logic>(); if (gunn) { //sets the position of the gun m_interactableobject.transform.rotation = equipposition.rotation; m_interactableobject.transform.position = equipposition.position; m_interactableobject.transform.parent = gameObject.transform; m_equppedobject = m_interactableobject; gunn.refill_ammo(); //deactivate gravity and deactivate collider gunn.equip_weapon(); } } } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) //{ // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { gun_logic gun_logic = animator.GetComponentInChildren <gun_logic>(); gun_logic.reload_state(false); }