public void Aim(Vector3 aimPoint) { if (equippedGun != null) { equippedGun.Aim(aimPoint); } }
public void Aim(Vector3 AimPoint) { if (EquippedGun != null) { EquippedGun.Aim(AimPoint); } }
public void Aim() { if (m_EquippedGun != null) { m_EquippedGun.Aim(); } }
public void Aim(Vector3 pos) { if (_equipedGun != null) { _equipedGun.Aim(pos); } }
void FixedUpdate() { //Movement bool shoot = Input.GetAxis("Fire1") > 0; float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); moveInput = _cam.transform.TransformDirection(moveInput); moveInput.y = 0; moveInput = moveInput.normalized; //Rotation Ray ray = _cam.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.up * _gunHeight); float rayDistance; if (groundPlane.Raycast(ray, out rayDistance)) { lookPoint = ray.GetPoint(rayDistance); crosshairs.transform.position = lookPoint; if ((new Vector2(lookPoint.x, lookPoint.z) - new Vector2(transform.position.x, transform.position.z)).sqrMagnitude > 1) { _gun.Aim(lookPoint); } } _player.Move(moveInput, lookPoint); _gun.Shooting(shoot); }
public void Aim(Vector3 aimPoint) { if (currentGun != null) { currentGun.Aim(aimPoint); } }
public void Aim(Vector3 target) { if (equippedGun != null) { equippedGun.Aim(target); } }
public void Aim(Vector3 aimPoint) { if (equippedGun != null) { equippedGun.OnTriggerRelease(); equippedGun.Aim(aimPoint); } }
public void Aim(Vector3 aimPoint) { if (_equippedGun != null) { shotTime = _equippedGun.nextShotTime; _equippedGun.Aim(aimPoint); } }
void Update() { if (Input.GetButtonDown("A_" + PlayerNumber)) { Jumping = true; } float RHorizontal = Input.GetAxis("RHorizontal_" + PlayerNumber); float RVertical = Input.GetAxis("RVertical_" + PlayerNumber); gun.Aim(new Vector3(RHorizontal, RVertical, 0)); if (Input.GetAxis("Triggers_" + PlayerNumber) < 0) { gun.Fire(); } }
// Update is called once per frame void Update() { if (isFirstUpdate) { isFirstUpdate = false; Init(); } gun.Aim(); if (Input.GetButtonDown("Fire3") && !strategies[nextWeaponIndex].isReloading) { Swap(); } if (Input.GetButtonDown("Reload")) { if (!strategies[nextWeaponIndex].isReloading) { strategies[nextWeaponIndex].currentAmmo = 0; ammoText.gameObject.SetActive(false); StartCoroutine(strategies[nextWeaponIndex].Reload()); } } if (!strategies[nextWeaponIndex].isReloading && !ammoText.gameObject.activeSelf) { ammoText.gameObject.SetActive(true); ammoText.text = "Ammo: " + strategies[nextWeaponIndex].currentAmmo + " / " + strategies[nextWeaponIndex].capacity; } if ((Input.GetAxis("RightTrigger") <= -0.5 || Input.GetAxisRaw("RightTrigger") >= 0.5) && strategies[nextWeaponIndex].currentAmmo > 0 && !strategies[nextWeaponIndex].isReloading) { //cooldown time has to be zero to be able to shoot if (Time.time > timeToFire) { //Debug.Log("cooldown: " + cooldown); timeToFire = Time.time + cooldown; gun.Shoot(); ammoText.text = "Ammo: " + strategies[nextWeaponIndex].currentAmmo + " / " + strategies[nextWeaponIndex].capacity; StartCoroutine(strategies[nextWeaponIndex].ShotEffect()); } } }
// Handles input through controller scripts void GetInput() { // Movement Vector3 velocity = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical")); Vector3 moveVelocity = velocity.normalized * moveSpeed; playerController.Move(moveVelocity); // Turning Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.up * gunSpot.transform.position.y); float rayDistance; if (groundPlane.Raycast(ray, out rayDistance)) // Returns true if the ray intersects with the plane and also assigns // value to the rayDistance - the out keyword { Vector3 intersection = ray.GetPoint(rayDistance); // This is the itercestion point //Debug.DrawLine(ray.origin, intersection, Color.red); playerController.LookAt(intersection); equippedGun.Aim(intersection); } // Gun pick up if (Input.GetKeyDown(KeyCode.F)) { PickUpGun(); } if (Input.GetKeyDown(KeyCode.L)) { DropCurrentGun(); } // Shooting if (equippedGun != null) { if (Input.GetMouseButton(0)) { equippedGun.OnTriggerHold(); } else if (Input.GetMouseButtonUp(0)) { equippedGun.OnTriggerRelease(); } //if (equippedGun.name == "C4(Clone)") { // if (Input.GetMouseButtonUp(0)) { // print("Want to detonate"); // equippedGun.Detonade(); // } //} } // Cam rise up if (Input.GetKeyDown(KeyCode.O)) { camHeight += 3f; } if (Input.GetKeyDown(KeyCode.P)) { camHeight -= 3f; } // Exit game if (Input.GetKey(KeyCode.R)) { FindObjectOfType <SceneManager>().ReloadLevel(); //Application.LoadLevel(Application.loadedLevel); } // Exit game if (Input.GetKey(KeyCode.Escape)) { FindObjectOfType <SceneManager>().LoadLevel("Menu"); } // WTFFFFFFFF DISABLING COLLIDER DOSENT WORKKKK if (Input.GetKeyDown(KeyCode.Space)) { equippedGun.GetComponent <SphereCollider>().enabled = !equippedGun.GetComponent <SphereCollider>().enabled; } }
private void Update() { if (Input.GetKeyDown(reset)) { Reset(); } if (Game.Playing) { if (Input.GetKeyDown(aim)) { SetupAim(); } aiming = Input.GetKey(aim); Time.timeScale = Aiming ? aimTimeScale : 1.0f; if (Aiming) { Aim(); } else { Follow(); Controll(); } Vector3 direction; direction = cameraPosition - camera.position; if (direction.magnitude > 1) { direction.Normalize(); } camera.Translate(direction * speed * Time.fixedDeltaTime); //camera.position = cameraPosition; camera.LookAt(player.transform.position + Vector3.up * player.height); //camera.position = camera.position + (player.Switch ? -camera.right : camera.right); if (Aiming) { camera.Translate(aimOffset); camera.Rotate(aimOffsetRotation); gun.Aim(camera.forward); } if (Input.GetKeyDown(KeyCode.Mouse0)) { mousePosition = Input.mousePosition; if (mousePosition.y > Screen.height / 2) { player.Push(); } } else if (Input.GetKey(KeyCode.Mouse0)) { player.Rotate((Input.mousePosition.x - mousePosition.x) / Screen.width); if (Input.mousePosition.y - mousePosition.y > Screen.height * 0.75f) { mousePosition.y = Input.mousePosition.y; Reset(); } } /* * if (Input.GetKeyDown(fire)) * { * if (Aiming) * { * gun.Fire(); * } * else * { * if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, missleMaxDistance)) * { * missles.Launch(hit.point, missleAccuracy); * } * } * } */ //Chunk.Update(player.transform.position.x, player.transform.position.z, 3); } }
public void Aim(Vector3 aimPoint) { equippedGun?.Aim(aimPoint); }