public void Start() { if (Instance == null) { Instance = this; } }
// Update is called once per frame void Update() { if (BulletNum >= 1) { //raise gun if (Input.GetKey(KeyCode.LeftControl)) { } //fire if (Input.GetMouseButtonDown(0)) { RaycastHit Hit; shootDirection = Front.transform.position - Back.transform.position; Ray ShootRay = new Ray(BulletSpawn.position, Vector3.Normalize(shootDirection)); if (Physics.Raycast(ShootRay, out Hit, 500f)) { BalloonSpawn B = Hit.transform.GetComponent <BalloonSpawn> (); if (B != null) { if (Hit.collider.name == "BalloonBlue" || Hit.collider.name == "BalloonGreen" || Hit.collider.name == "BalloonRed" || Hit.collider.name == "BalloonYellow") { Destroy(B.gameObject); score++; } } } BulletNum--; } //choose weapon if (Input.GetKey(KeyCode.Space)) { RaycastHit Hit; shootDirection = Front.transform.position - Back.transform.position; Ray ShootRay = new Ray(BulletSpawn.position, Vector3.Normalize(shootDirection)); if (Physics.Raycast(ShootRay, out Hit, 300f)) { if (Hit.collider.name == "Ak-47" || Hit.collider.name == "Ak-47 (1)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [0].SetActive(true); } else if (Hit.collider.name == "PM-40_Variant2" || Hit.collider.name == "PM-40_Variant2 (1)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [1].SetActive(true); } else if (Hit.collider.name == "PM-40_Variant4" || Hit.collider.name == "PM-40_Variant4 (1)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [2].SetActive(true); } else if (Hit.collider.name == "M4A1 Sopmod" || Hit.collider.name == "M4A1 Sopmod (1)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [3].SetActive(true); } else if (Hit.collider.name == "Skorpion VZ" || Hit.collider.name == "Skorpion VZ (1)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [4].SetActive(true); } else if (Hit.collider.name == "UMP-45" || Hit.collider.name == "UMP-45 (1)" || Hit.collider.name == "UMP-45 (2)") { for (int i = 0; i < 6; i++) { weapons [i].SetActive(false); } weapons [5].SetActive(true); } } } } }