void Update() { if (_charge > 0.0f) { const float MARGIN = 20; GUITexture guiTexture = gameObject.guiTexture; if (guiTexture != null) { if (_chargeGuiTexture == null) { _chargeGuiTexture = (GUITexture)GUITexture.Instantiate(guiTexture); GUIText[] childArray = _chargeGuiTexture.GetComponentsInChildren <GUIText>(); foreach (GUIText child in childArray) { GameObject.Destroy(child); } Vector3 pos = _chargeGuiTexture.transform.position; pos.z = 2.0f; _chargeGuiTexture.transform.position = pos; Color color = _chargeGuiTexture.color; _chargeGuiTexture.color = _chargeTextureColor; Rect pixelInset = _chargeGuiTexture.pixelInset; pixelInset.x += MARGIN; pixelInset.y += MARGIN; pixelInset.width -= (MARGIN * 2); pixelInset.height -= (MARGIN * 2); _chargeGuiTexture.pixelInset = pixelInset; if (_chargeTexture != null) { _chargeGuiTexture.texture = _chargeTexture; } } _chargeGuiTexture.enabled = true; Rect currentInset = _chargeGuiTexture.pixelInset; currentInset.width = Mathf.Lerp(0.0f, guiTexture.pixelInset.width - (MARGIN * 2), _charge); _chargeGuiTexture.pixelInset = currentInset; } } else { if (_chargeGuiTexture != null) { _chargeGuiTexture.enabled = false; } } }
// Use this for initialization void Start() { visable = false; female = (GUITexture.Instantiate(femalePrefab) as GUITexture); male = (GUITexture.Instantiate(malePrefab) as GUITexture); femaleColor = female.color; maleColor = male.color; femaleColor.a = 0; maleColor.a = 0; female.color = femaleColor; male.color = maleColor; female.GetComponent <Collider>().enabled = false; male.GetComponent <Collider>().enabled = false; }
// Use this for initialization void Start() { pauseState = 0; quit = (GUIText.Instantiate(quitPrefab) as GUIText); background = (GUITexture.Instantiate(backgroundPrefab) as GUITexture); quit.GetComponent <Collider>().enabled = false; quitColor = quit.color; bgColor = background.color; quitColor.a = 0; bgColor.a = 0; quit.color = quitColor; background.color = bgColor; }
void Update() { if (Input.GetMouseButtonDown(0)) { // only do anything when the button is pressed: Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Fires a ray according to where mouse is clicked //This is the Bullethole guiTexture GUITexture.Instantiate( bulletFX, new Vector3((Input.mousePosition.x - 16) / Screen.width, (Input.mousePosition.y - 18) / Screen.height, 0), Quaternion.identity ); //http://forum.unity3d.com/threads/123624-GUITexture-following-mouse-position-on-the-screen //If ray hits anything, do this. RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.DrawLine(character.position, hit.point); } } }
void Update() { //Player can only fire if in firing position if (playerHP.canBeHit) { if (Input.GetMouseButtonDown(0) & ammo != 0) { // only do anything when the button is pressed: Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Fires a ray according to where mouse is clicked //This is the Bullethole guiTexture //http://forum.unity3d.com/threads/123624-GUITexture-following-mouse-position-on-the-screen GUITexture.Instantiate( bulletFX, new Vector3((Input.mousePosition.x - 16) / Screen.width, (Input.mousePosition.y - 18) / Screen.height, 0), Quaternion.identity ); if (playerHP.canShootEnemy) { ammo -= 1; //If ray hits anything, do this. RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Debug.DrawLine(character.position, hit.point); //Enemy targeting. If the beam hits, gets gameobject it hit. //Compare the tag with enemy types and do damage when hit. target = hit.collider.gameObject; targetHP = target.GetComponent <EnemyHealth>(); if (target.tag == "Enemy1") { targetHP.health -= 100; } if (target.tag == "Enemy2") { target.renderer.material = hitMat; targetHP.health -= 50; } if (target.tag == "Enemy3") { target.renderer.material = hitMat; targetHP.health -= 50; } //prevent errors if (target.tag != "Untagged" & target.tag != "Ground") { } } } } } else { //Reload player automatically when not playing ammo = 9; } }