public void Update() { //WeaponInventory wi = (WeaponInventory)GameObject.FindObjectOfType(typeof(WeaponInventory)); GameObject gameObject = GameObject.Find("Player"); if (gameObject) { IsometricPlayer player = gameObject.GetComponentInChildren <IsometricPlayer>(); if (player) { Weapon weapon = player.getCurrentWeapon(); if (ammoText) { if (weaponImage) { weaponImage.sprite = weapon.weaponTexture; } if (weapon) { string postFix = "<color=green> ∞</color>"; if (weapon.infiniteAmmo == false) { postFix = "<size=12><color=green> x" + weapon.currentNomClips + "</color></size>"; } if (weapon.isEmpty() == false) { if (weapon.getReloading() == false) { ammoText.text = weapon.getBulletsAsString() + postFix; } else { ammoText.text = "Reloading"; } } else { ammoText.text = "Empty"; } } else { ammoText.text = ""; } } } } }
// Update is called once per frame void Update() { float horz = Input.GetAxis("Horizontal"); float vert = Input.GetAxis("Vertical"); if (m_dead) { return; } Vector3 vec = Vector3.zero; updateTimers(); vec.x = horz; vec.z = vert; Weapon secondaryWeapon = m_weaponManager.getWeapon(); if (secondaryWeapon && secondaryWeapon.isEmpty()) { m_weaponManager.closeWeapon(); m_currentWeapon = weapon; } Vector3 targetPos; RaycastHit rch; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out rch)) { targetPos = rch.point; targetPos.y = transform.position.y; transform.LookAt(targetPos); } bool moving = false; if (m_fireTime < 0) { if (horz != 0 || vert != 0) { moving = true; } if (m_playerAnimator) { // m_playerAnimator.setShoot(false); } } if (m_playerAnimator) { m_playerAnimator.setMove(moving); } if (Input.GetMouseButton(0)) { if (m_fireTime < 0) { // m_playerAnimator.setShoot(true); if (m_currentWeapon) { m_currentWeapon.fire(m_currentWeapon.transform.forward); } m_fireTime = fireTime; } } else { m_currentWeapon.hideBeam(); } m_controller.Move(vec.normalized * moveSpeed * Time.deltaTime); //transform.position += vec.normalized * moveSpeed * Time.deltaTime; // transform.rotation = Quaternion.AngleAxis(m_dir * 90, Vector3.up); }