void HandleAnimations()
    {
        playerAnimation.Movement(charController.velocity.magnitude);
        playerAnimation.PlayerJump(charController.velocity.y);

        if (is_Crouching && charController.velocity.magnitude > 0f)
        {
            playerAnimation.PlayerCrouchWalk(charController.velocity.magnitude);
        }

        // SHOOTING
        if (Input.GetMouseButtonDown(0) && Time.time > nextTimeToFire)
        {
            nextTimeToFire = Time.time + 1f / fireRate;

            if (is_Crouching)
            {
                playerAnimation.Shoot(false);
            }
            else
            {
                playerAnimation.Shoot(true);
            }

            current_Weapon.Shoot();
        }

        if (Input.GetKeyDown(KeyCode.R))
        {
            playerAnimation.Reload();
        }
    }
Пример #2
0
    void HandleAnimation()
    {
        playerAnimation.Movement(charController.velocity.magnitude);
        playerAnimation.PlayerJump(charController.velocity.y);

        if (is_Crouching && charController.velocity.magnitude > 0f)
        {
            playerAnimation.PlayerCrouchWalk(charController.velocity.magnitude);
        }
    }
Пример #3
0
    private void HandleAnimation()
    {
        playerAnimation.Movement(charController.velocity.magnitude);
        playerAnimation.PlayerJump(charController.velocity.y);

        if (isCrouching && charController.velocity.magnitude > 0f)
        {
            playerAnimation.PlayerCrouchWalk(charController.velocity.magnitude);
        }

        #region HandleShootingInformation

        if (currentWeapon.name == "deagle")
        {
            if (Input.GetMouseButtonDown(0) && Time.time > nextTimeToFire)
            {
                if (currentWeapon.bulletLeft > 0 && !isReloading)
                {
                    nextTimeToFire = Time.time + 1f / fireRate;
                    playerAnimation.Shoot(!isCrouching);
                    currentWeapon.Shoot();
                    currentHandsWeapon.Shoot();
                }
            }
        }
        else
        {
            if (Input.GetMouseButton(0) && Time.time > nextTimeToFire)
            {
                if (currentWeapon.bulletLeft > 0 && !isReloading)
                {
                    nextTimeToFire = Time.time + 1f / fireRate;
                    playerAnimation.Shoot(!isCrouching);
                    currentWeapon.Shoot();
                    currentHandsWeapon.Shoot();
                }
            }
        }


        if (Input.GetKeyDown(KeyCode.R))
        {
            if (!isReloading)
            {
                isReloading      = true;
                reloadTimeRemain = currentWeapon.reloadTime;
                if (currentWeapon.bulletCapacity >= currentWeapon.cartridge - currentWeapon.bulletLeft)
                {
                    currentWeapon.bulletCapacity -= currentWeapon.cartridge - currentWeapon.bulletLeft;
                    currentWeapon.bulletLeft      = currentWeapon.cartridge;
                }
                else if (currentWeapon.bulletCapacity > 0)
                {
                    currentWeapon.bulletLeft = currentWeapon.bulletCapacity;
                }
                else
                {
                    print("Ammo empty");
                }

                playerAnimation.ReloadGun();
                currentHandsWeapon.Reload();
            }
        }

        #endregion
    }