Пример #1
0
        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 = "";
                        }
                    }
                }
            }
        }
Пример #2
0
        // 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);
        }