// Update is called once per frame void Update() { //Trigger Value m_device = SteamVR_Controller.Input((int)m_trackedObject.index); //Trigger down if (m_device.GetTouchDown(SteamVR_Controller.ButtonMask.Trigger)) { m_pistol.Fire(); } //Trigger up if (m_device.GetTouchUp(SteamVR_Controller.ButtonMask.Trigger)) { m_pistol.FireRelease(); } //Grip button if (m_device.GetPress(SteamVR_Controller.ButtonMask.Grip)) { StartCoroutine(m_pistol.Reload()); } //Set Trigger Vector2 triggerValue = m_device.GetAxis(EVRButtonId.k_EButton_SteamVR_Trigger); m_pistol.SetTriggerRotation(triggerValue.x); }
void FireByIndex() { switch (enemyType) { case 0: br.Fire(); break; case 1: ps.Fire(); break; case 2: sg.Fire(); break; } }
static void Main(string[] args) { Firearm firearm = new Firearm(); firearm.Fire("I'm a generic firearm and I shoot things."); Shotgun shotgun = new Shotgun(); shotgun.Fire("I'm a 12 guage shotgun and I got boom!"); Pistol pistol = new Pistol(); pistol.Fire("I'm a 9mm pistol and I got pop!"); Rifle rifle = new Rifle(); rifle.Fire("I'm a 30-06 rifle and I go crack!"); }
public static void Main(string[] args) { var gun = new Pistol("asd"); for (int i = 0; i < 11; i++) { for (int j = 0; j < 10; j++) { gun.Fire(); } } Console.WriteLine(gun.CanFire); Console.WriteLine(gun.BulletsPerBarrel); Console.WriteLine(gun.TotalBullets); var player = new MainPlayer(); player.TakeLifePoints(10); Console.WriteLine(player.IsAlive); Console.WriteLine(player.LifePoints); }
public void Fire() { playerGun.Fire(); }