Пример #1
0
    private void Update()
    {
        mMachineGunFireTimer     += Time.deltaTime;
        mRocketLauncherFireTimer += Time.deltaTime;

        if (Input.GetKeyDown(KeyCode.Tab))
        {
            if (mCurrentWeaponType == WeaponType.MachineGun)
            {
                mCurrentWeaponType = WeaponType.RocketLauncher;
            }
            else
            {
                mCurrentWeaponType = WeaponType.MachineGun;
            }

            mPlayerHandler.GetPlayerUIHandler().SwitchSelectedWeapon();
        }

        if (Input.GetMouseButton(0) && mPlayerHandler.GetMainSystem().GetCurrentGameState() == GameState.Running)
        {
            switch (mCurrentWeaponType)
            {
            case WeaponType.MachineGun:
                if (mMachineGunFireTimer >= mMachineGunFireRate && mPlayerHandler.GetEnergy() >= 1)
                {
                    mMachineGunFireTimer = 0.0f;
                    mPlayerHandler.ChangePlayerEnergyBy(-1);
                    FireProjectile(mBulletDamage, mBulletSpeed, WeaponType.MachineGun, (mFireFromRight) ? mRightHandFirePosition.transform.position : mLeftHandFirePosition.transform.position);
                    mFireFromRight = !mFireFromRight;
                }
                break;

            case WeaponType.RocketLauncher:
                if (mRocketLauncherFireTimer >= mRocketLauncherFireRate && mPlayerHandler.GetEnergy() >= 5)
                {
                    mRocketLauncherFireTimer = 0.0f;
                    mPlayerHandler.ChangePlayerEnergyBy(-5);
                    FireProjectile(mRocketDamage, mRocketSpeed, WeaponType.RocketLauncher, (mFireFromRight) ? mRightHandFirePosition.transform.position : mLeftHandFirePosition.transform.position);
                    mFireFromRight = !mFireFromRight;
                }
                break;

            default:
                Debug.Log("Incorrect Projectile Type!");
                break;
            }
        }
    }
Пример #2
0
    private void Update()
    {
        if (mEnergyBallGlideTimer < 1.0f)
        {
            CanGlideToPlayer    = false;
            mRigidbody.velocity = mGlideDirection;
            if (gameObject.transform.localScale.x < 0.3)
            {
                gameObject.transform.localScale = new Vector3(mEnergyBallGlideTimer, mEnergyBallGlideTimer, mEnergyBallGlideTimer);
            }
            mEnergyBallGlideTimer += Time.deltaTime * 0.2f;
        }
        else
        {
            CanGlideToPlayer    = true;
            mRigidbody.velocity = Vector3.zero;
        }

        if (GlideTowardsPlayer && CanGlideToPlayer)
        {
            Vector3 dirToPlayer = GameConstants.Instance.PlayerObject.transform.position - transform.position;
            mRigidbody.velocity = dirToPlayer.normalized * mSpeedToApproachPlayer;

            mSpeedToApproachPlayer += Time.deltaTime * 3;
        }

        if ((GameConstants.Instance.PlayerObject.transform.position - transform.position).magnitude <= 2.0f)
        {
            AudioSystem.Instance.PlaySound("Pickup", 0.1f);

            GameObject EnergyPopVFXObject = PoolSystem.Instance.GetObjectFromPool(EnergyPopVFX, argActivateObject: true, argShouldExpandPool: true, argShouldCreateNonExistingPool: true);
            EnergyPopVFXObject.transform.position = transform.position;

            DeactivateVFX EnergyPopVFXObjectScript = EnergyPopVFXObject.GetComponent <DeactivateVFX>();
            EnergyPopVFXObjectScript.WaitForDeactivation();

            //Give Player Energy
            PlayerHandler playerHandler = GameConstants.Instance.PlayerObject.GetComponent <PlayerHandler>();
            playerHandler.IncreaseScore((int)mEnergyToProvide);
            playerHandler.ChangePlayerEnergyBy(mEnergyToProvide);

            //Reset Energy Ball
            DeactivateEnergyBall();
        }
    }