// Update is called once per frame void Update() { // Weapon Change if (Input.GetKeyDown(KeyCode.Alpha1)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.Pistol; EventManager.Instance.SendEvent(e); } if (Input.GetKeyDown(KeyCode.Alpha2)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.Rifle; EventManager.Instance.SendEvent(e); } if (Input.GetKeyDown(KeyCode.Alpha3)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.MachineGun; EventManager.Instance.SendEvent(e); } if (Input.GetKeyDown(KeyCode.Alpha4)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.ChainGun; EventManager.Instance.SendEvent(e); } if (Input.GetKeyDown(KeyCode.Alpha5)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.Sniper; EventManager.Instance.SendEvent(e); } if (Input.GetKeyDown(KeyCode.Alpha6)) { ChangeWeaponEvent e = new ChangeWeaponEvent(); e.weaponId = WeaponType.PumpActionRifle; EventManager.Instance.SendEvent(e); } // Basic shoot stuff if (Input.GetKeyDown(KeyCode.Mouse0)) { ShootEvent e = new ShootEvent(); e.shooter = GameObject.FindGameObjectsWithTag("Player")[0]; EventManager.Instance.SendEvent(e); } }
private void OnChangeWeapon(ChangeWeaponEvent e) { if (currentWeaponIdx != e.weaponId) { Destroy(curWeaponRight.gameObject); curWeaponRight = Instantiate(weaponList[(int)e.weaponId], DummyRight.transform.position, DummyRight.transform.rotation, transform); curWeaponControllerRight = curWeaponRight.GetComponent <WeaponControllerComponent>(); if (curWeaponControllerRight) { curWeaponControllerRight.SetOwner(gameObject); } currentWeaponIdx = e.weaponId; } }