private void Update() { if (Input.GetButton("Fire1")) { defaultWeapon.Fire(); } if (Input.GetButtonUp("Fire1")) { defaultWeapon.FireUp(); } if (Input.GetButtonDown("Fire1")) { defaultWeapon.FireDown(); } if (Input.GetKeyUp(KeyCode.R)) { defaultWeapon.Reload(); Weapon_Gun weapongun = defaultWeapon as Weapon_Gun; if (weapongun != null) { weapongun.MagazineCurrent = weapongun.MagazineCapacity; } } }
void ComponentAssignment() { count = 0; Transform[] allChildren = transform.GetComponentsInChildren <Transform>(); foreach (Transform child in allChildren) { if (child.gameObject.name == "Turret_Main") { child.gameObject.name = "Turret_Main_0" + (count + 1); turretControls[count] = child.GetComponent <TurretControls>(); count++; } if (child.gameObject.tag == "Weapon_Gun") { gun = child; weapon_Gun = gun.GetComponent <Weapon_Gun>(); if (gun != null) { Debug.Log(gun.name); gunIndex.Add(new GunIndex(gun, weapon_Gun)); } else { Debug.Log("INDEXING ERROR! TankControls>ComponentAssignment gunIndex failed!"); } } } }
override protected void Awake() { base.Awake(); _swordGun = GetComponent <Weapon_Gun>(); CollisionIsAllowedWhenRetracted = _collisionIsAllowedWhenRetracted; }
public void FireWeapon(Weapon_Gun gun) { gun.Fire(shootPoint.position, anim.direction); AMMO -= gun.ammoCost; if (AMMO < 0) { AMMO = 0; } }
void Attack() { float degreesDelta = Random.Range(1, 30); float radiansDelta = degreesDelta * Mathf.PI / 180; Weapon_Gun gun = _enemy.weapon as Weapon_Gun; Vector3 dir = (Player.Position - gun.MuzzlePosition).normalized; Vector3 dirL = Vector3.RotateTowards(dir, -dir, -radiansDelta, 999); Vector3 dirR = Vector3.RotateTowards(dir, -dir, radiansDelta, 999); _enemy.Attack(dir); _enemy.Attack(dirL); _enemy.Attack(dirR); }
void ComponentAssignment() //assignment is fixed, but the ready variables aren't switching to "ready". { Transform[] allChildren = GetComponentsInChildren <Transform>(); foreach (Transform child in allChildren) { if (child.gameObject.name == "Turret") { turret = child; } if (child.gameObject.name == "RotationKey") { rotKey = child; } if (child.gameObject.name == "RotationTarget") { rotTarget = child; } if (child.gameObject.name == "ElevationTarget") { elevTarget = child; } if (child.gameObject.tag == "Weapon_Gun") { gun = child; weapon_Gun = gun.GetComponent <Weapon_Gun>(); foreach (Transform childTransform in gun) { if (childTransform.gameObject.name == "Muzzle") { muzzle = childTransform; } } if (gun != null && muzzle != null) { gunIndex.Add(new GunIndex(gun, weapon_Gun)); } else { Debug.Log("INDEXING ERROR! GUN OR MUZZLE INDEXING FAILED!"); } } } gunsTotal = gunIndex.Count; count = 0; }
// Use this for initialization void Start() { weapon_Gun = gun.GetComponent <Weapon_Gun>(); }
public void AssignGun(Weapon_Gun gun) { this.gun = gun; }
public GunIndex(Transform gunBarrel, Weapon_Gun gunScript) { gun = gunBarrel; weapon_Gun = gunScript; }
void SelectWeapon() { weapon_Gun = gunIndex[gunCount].weapon_Gun; currentWeaponName = weapon_Gun.name; shellForce = weapon_Gun.shellForce; }