Пример #1
0
    void PullRifle()
    {
        if (currentGunType != typesOfGuns.Rifle)
        {
            if (currentGunType != typesOfGuns.lack)
            {
                gun.transform.parent = inventory;
                gun.SetActive(false);
            }
            rifle.SetActive(true);
            gun = rifle;
            gun.transform.parent = PDlon.transform;

            if (!facingRight && gun.transform.localScale.x < 0)
            {
                Vector3 tScale = gun.transform.localScale;
                tScale.x *= -1;
                gun.transform.localScale    = tScale;
                gun.transform.localRotation = Quaternion.Euler(0, 0, 0);
                praweWyciagniecieBroni      = false;
            }
            else
            {
                gun.transform.localRotation = Quaternion.Euler(0, 0, 217);
                praweWyciagniecieBroni      = true;
            }

            gun.transform.localPosition = new Vector3(-0.155f, -0.083f, 0);

            PRamie.transform.localRotation = Quaternion.Euler(0, 0, 114);
            PReka.transform.localRotation  = Quaternion.Euler(0, 0, 20.25f);

            LRamie.transform.localRotation = Quaternion.Euler(0, 0, 173);
            LReka.transform.localRotation  = Quaternion.Euler(0, 0, 290);

            gun.GetComponent <Gun>().ReloadFun(0f);

            currentGunType = typesOfGuns.Rifle;
        }
    }
Пример #2
0
 void dropWeapon()
 {
     gun.transform.parent = null;
     if (facingRight)
     {
         gun.transform.localPosition += new Vector3(0.5f, 0, 0);
     }
     else
     {
         gun.transform.localPosition += new Vector3(-0.5f, 0, 0);
     }
     if (gun.transform.localScale.x < 0)
     {
         Vector3 tScale = gun.transform.localScale;
         tScale.x *= -1;
         gun.transform.localScale = tScale;
     }
     gun.transform.rotation = Quaternion.Euler(0, 0, 0);
     gun.GetComponent <Dropped>().Drop();
     gun            = null;
     currentGunType = typesOfGuns.lack;
 }
Пример #3
0
    // Wyciagniecie Pistoletu
    void PullPistol()
    {
        if (currentGunType != typesOfGuns.Pistol)
        {
            if (currentGunType != typesOfGuns.lack)
            {
                gun.transform.parent = inventory;
                gun.SetActive(false);
            }
            pistol.SetActive(true);
            gun = pistol;
            gun.transform.parent = PDlon.transform;

            if (!facingRight && gun.transform.localScale.x < 0)
            {
                Vector3 tScale = gun.transform.localScale;
                tScale.x *= -1;
                gun.transform.localScale    = tScale;
                gun.transform.localRotation = Quaternion.Euler(0, 0, 0);
                praweWyciagniecieBroni      = false;
            }
            else
            {
                gun.transform.localRotation = Quaternion.Euler(0, 0, 265);
                praweWyciagniecieBroni      = true;
            }

            gun.transform.localPosition = new Vector3(0.02f, -0.05f, 0);

            PRamie.transform.localRotation = Quaternion.Euler(0, 0, 173);
            PReka.transform.localRotation  = Quaternion.Euler(0, 0, 283);

            LRamie.transform.localRotation = Quaternion.Euler(0, 0, 155);
            LReka.transform.localRotation  = Quaternion.Euler(0, 0, 308);

            gun.GetComponent <Gun>().ReloadFun(0f);
            currentGunType = typesOfGuns.Pistol;
        }
    }