void Awake() { myTransform = transform; if (modelToUse != null) { rend = modelToUse.GetComponent <Renderer> (); } ninjaScript = GetComponent <BlockManNinjaAi> (); if (ninjaScript != null) { isNinja = true; } }
void Start() { blockAi = GetComponentInParent <BlockManNinjaAi> (); anim = GetComponentInParent <Animator> (); }
void Update() { sightsColor.color = weaponHighlight; sightsCircleColor.color = weaponHighlight; ridiculeColor.color = weaponHighlight; // displayTextColor.color = regularState; // HUDDisplay.currentDisplay = ""; myTransform = transform.position; Ray myRay = new Ray(myTransform, transform.TransformDirection(Vector3.forward)); RaycastHit hit; // if (cannotAccess) // { // cantAccess.enabled = true; // } // else // { // cantAccess.enabled = false; // } if (Physics.Raycast(myRay, out hit, 1000f, myLayerMask)) { float dist = Vector3.Distance(myTransform, hit.point); sightsColor.color = weaponHighlight; sightsCircleColor.color = weaponHighlight; ridiculeColor.color = weaponHighlight; // displayTextColor.color = weaponHighlight; // HUDDisplay.currentDisplay = ""; if (hit.collider.tag == "Player") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; } else if (hit.collider.tag == "Ally") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; if (Input.GetButtonUp("Interact")) { if (hit.collider.transform.parent == null) { Destroy(hit.collider.gameObject); } else { Destroy(hit.collider.GetComponentInParent <AllyDroneScript>().gameObject); } HUDCurrency.currentGold += 100; HUDCurrency.countDown = 0; } } else if (hit.collider.tag == "Death Flag" && GameMasterObject.currentLevel >= 4 || hit.collider.tag == "Death Flag" && HUDToggleCheat.cheatOnOrOff) { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; if (Input.GetButtonUp("Interact")) { if (hit.collider.transform.parent == null) { Destroy(hit.collider.gameObject); } else { Destroy(hit.collider.GetComponentInParent <AllyDroneScript>().gameObject); } HUDEXP.currentEXP += 100; } } else if (hit.collider.tag == "Death") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; if (Input.GetButtonUp("Interact")) { if (hit.collider.transform.parent == null) { Destroy(hit.collider.gameObject); } else { Destroy(hit.collider.GetComponentInParent <Animator>().gameObject); } HUDCurrency.currentGold += 15000; HUDCurrency.countDown = 0; } } else if (hit.collider.tag == "Head") { sightsColor.color = attackState; sightsCircleColor.color = attackState; ridiculeColor.color = attackState; BlockManNinjaAi ninja = hit.collider.GetComponentInParent <BlockManNinjaAi> (); if (ninja != null) { ninja.shiftTimeStart = 2f; } } else if (hit.collider.tag == "Body") { sightsColor.color = attackState; sightsCircleColor.color = attackState; ridiculeColor.color = attackState; BlockManNinjaAi ninja = hit.collider.GetComponentInParent <BlockManNinjaAi> (); if (ninja != null) { ninja.shiftTimeStart = 2f; } } else if (hit.collider.tag == "Arms") { sightsColor.color = attackState; sightsCircleColor.color = attackState; ridiculeColor.color = attackState; BlockManNinjaAi ninja = hit.collider.GetComponentInParent <BlockManNinjaAi> (); if (ninja != null) { ninja.shiftTimeStart = 2f; } } else if (hit.collider.tag == "Legs") { sightsColor.color = attackState; sightsCircleColor.color = attackState; ridiculeColor.color = attackState; BlockManNinjaAi ninja = hit.collider.GetComponentInParent <BlockManNinjaAi> (); if (ninja != null) { ninja.shiftTimeStart = 2f; } } else if (hit.collider.tag == "Enemy") { sightsColor.color = attackState; sightsCircleColor.color = attackState; ridiculeColor.color = attackState; } else if (hit.collider.tag == "Environment") { InteractionTextScript.stringValue = ""; InteractionButtons.stringValue = ""; cannotAccess = false; } else if (hit.collider.tag == "Weapon") { sightsColor.color = weaponHighlight; sightsCircleColor.color = weaponHighlight; ridiculeColor.color = weaponHighlight; // HUDDisplay.currentDisplay = "W e a p o n"; InteractionTextScript.stringValue = ""; InteractionButtons.stringValue = ""; cannotAccess = false; } else if (hit.collider.tag == "Defensive") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A R M O R B O O S T"; } /*else if(hit.collider.tag == "Assault Rifle") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "A S S A U L T R I F L E : $673"; * * if(dist <= 15f && HUDCurrency.currentGold >= 673) * { * InteractionTextScript.stringValue = " " + * " P U R C H A S E"; * InteractionButtons.stringValue = "O R"; * interactionButton1.sprite = xButton; * interactionButton2.sprite = xKeyButton; * cannotAccess = false; * } * else if(dist <= 15f && HUDCurrency.currentGold <= 673) * { * InteractionTextScript.stringValue = " N O T E N O U G H\n M O N E Y"; * InteractionButtons.stringValue = ""; * cannotAccess = true; * } * else if(dist <= 15f && dannyWeapons.assualtRifleActive && HUDCurrency.currentGold >= 673) * { * InteractionTextScript.stringValue = " A L R E A D Y\n P U R C H A S E D"; * InteractionButtons.stringValue = ""; * cannotAccess = true; * } * else * { * InteractionTextScript.stringValue = ""; * InteractionButtons.stringValue = ""; * cannotAccess = false; * } * * //Debug.Log (dist); * if(dist <= 15f && Input.GetButtonDown("Interact") && !cannotAccess && !dannyWeapons.assualtRifleActive) * { * // sounds.PlayOneShot (pickUpItem); * TwoCamSwitch.ARREADY = true; * WeaponSwitch.AssaultRifleActive = true; * dannyWeapons.assualtRifleActive = true; * dannyWeapons.SetARNow (); * hit.collider.gameObject.SetActive (false); * HUDCurrency.currentGold -= 673; * HUDCurrency.countDown = 0; * if(arScript.currentAmmo <= 0) * { * arScript.bulletUsed = 0; * arScript.currentAmmo = arScript.maxClip; * arScript.currentMaxAmmo = arScript.maxAmmo; * arScript.currentClip = arScript.maxClip; * * arScript.clipAmount = arScript.currentAmmo; * * HUDAmmo.maxAmmo = arScript.currentAmmo; * if (arScript.clipAmount > arScript.currentClip) * { * arScript.clipAmount = arScript.currentClip; * } * HUDAmmo.currentAmmo = arScript.clipAmount; * HUDARAmmo.maxAmmo = arScript.currentAmmo; * HUDARAmmo.currentMaxClipAmmo = arScript.currentClip; * } * } * } * * else if(hit.collider.tag == "Hand Gun") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "H A N D G U N : $20"; * if(dist <= 15f && HUDCurrency.currentGold >= 20) * { * InteractionTextScript.stringValue = " " + * " P U R C H A S E"; * InteractionButtons.stringValue = "O R"; * interactionButton1.sprite = xButton; * interactionButton2.sprite = xKeyButton; * cannotAccess = false; * } * else if(dist <= 15f && HUDCurrency.currentGold <= 20) * { * InteractionTextScript.stringValue = " N O T E N O U G H\n M O N E Y"; * InteractionButtons.stringValue = ""; * cannotAccess = true; * } * else * { * InteractionTextScript.stringValue = ""; * InteractionButtons.stringValue = ""; * cannotAccess = false; * } * //Debug.Log (dist); * if(dist <= 15f && Input.GetButtonDown("Interact") && !cannotAccess && !dannyWeapons.handGunActive) * { * // sounds.PlayOneShot (pickUpItem); * TwoCamSwitch.HGREADY = true; * WeaponSwitch.handGunActive = true; * dannyWeapons.handGunActive = true; * dannyWeapons.SetHGNow (); * hit.collider.gameObject.SetActive (false); * HUDCurrency.currentGold -= 20; * HUDCurrency.countDown = 0; * if(hgScript.currentAmmo <= 0) * { * hgScript.bulletsUsed = 0; * hgScript.currentAmmo = hgScript.maxClip; * hgScript.currentMaxAmmo = hgScript.maxAmmo; * hgScript.currentClip = hgScript.maxClip; * * hgScript.clipAmount = hgScript.currentAmmo; * * HUDAmmo.maxAmmo = hgScript.currentAmmo; * if (hgScript.clipAmount > hgScript.currentClip) * { * hgScript.clipAmount = hgScript.currentClip; * } * * HUDAmmo.currentAmmo = hgScript.clipAmount; * HUDAmmo.clip = hgScript.clipAmount; * HUDHGAmmo.maxAmmo = hgScript.currentAmmo; * HUDHGAmmo.currentMaxClipAmmo = hgScript.currentClip; * } * } * } * * else if(hit.collider.tag == "RPG") * { * //rend = hit.transform.GetComponent<Renderer>(); * //float f = .2f; * //Color c = rend.material.color; * //c.a = f; * //rend.material.color = c; * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "R P G : O U T - O F - O R D E R"; * * if(dist <= 15f && Input.GetButtonDown("Interact")) * { * TwoCamSwitch.RPGREADY = true; * WeaponSwitch.rPGActive = true; * } * } * * else if(hit.collider.tag == "Sniper Rifle") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "S N I P E R R I F L E"; * * if(dist <= 15f && Input.GetButtonDown("Interact")) * { * WeaponSwitch.sniperRifleActive = true; * } * } * * else if(hit.collider.tag == "Shot Gun") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "S H O T G U N : $1500"; * if(dist <= 15f && HUDCurrency.currentGold >= 1500) * { * InteractionTextScript.stringValue = " " + * " P U R C H A S E"; * InteractionButtons.stringValue = "O R"; * interactionButton1.sprite = xButton; * interactionButton2.sprite = xKeyButton; * cannotAccess = false; * } * else if(dist <= 15f && HUDCurrency.currentGold <= 1500) * { * InteractionTextScript.stringValue = " N O T E N O U G H\n M O N E Y"; * InteractionButtons.stringValue = ""; * cannotAccess = true; * } * else * { * InteractionTextScript.stringValue = ""; * InteractionButtons.stringValue = ""; * cannotAccess = false; * } * //Debug.Log (dist); * if(dist <= 15f && Input.GetButtonDown("Interact") && !cannotAccess && !dannyWeapons.shotGunActive) * { * // sounds.PlayOneShot (pickUpItem); * TwoCamSwitch.SGREADY = true; * WeaponSwitch.shotGunActive = true; * dannyWeapons.shotGunActive = true; * dannyWeapons.SetSGNow (); * hit.collider.gameObject.SetActive (false); * HUDCurrency.currentGold -= 1500; * HUDCurrency.countDown = 0; * if(sgScript.currentAmmo <= 0) * { * sgScript.bulletsUsed = 0; * sgScript.currentAmmo = sgScript.maxClip; * sgScript.currentMaxAmmo = sgScript.maxAmmo; * sgScript.currentClip = sgScript.maxClip; * * sgScript.clipAmount = sgScript.currentAmmo; * * HUDAmmo.maxAmmo = sgScript.currentAmmo; * if (sgScript.clipAmount > sgScript.currentClip) * { * sgScript.clipAmount = sgScript.currentClip; * } * * HUDAmmo.currentAmmo = sgScript.clipAmount; * HUDAmmo.clip = sgScript.clipAmount; * HUDSGAmmo.maxAmmo = sgScript.currentAmmo; * HUDSGAmmo.currentMaxClipAmmo = sgScript.currentClip; * } * } * } * * else if(hit.collider.tag == "Bow Staff") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "B O W S T A F F"; * if(dist <= 15f) * { * InteractionTextScript.stringValue = " " + * " P U R C H A S E"; * InteractionButtons.stringValue = "O R"; * interactionButton1.sprite = xButton; * interactionButton2.sprite = xKeyButton; * } * else * { * InteractionTextScript.stringValue = ""; * InteractionButtons.stringValue = ""; * } * if(dist <= 15f && Input.GetButtonDown("Interact")) * { * // sounds.PlayOneShot (pickUpItem); * dannyWeapons.bowStaffActive = true; * dannyWeapons.SetBSNow (); * hit.collider.gameObject.SetActive (false); * } * } * * else if(hit.collider.tag == "Blaze Sword") * { * sightsColor.color = gunState; * sightsCircleColor.color = gunState; * ridiculeColor.color = gunState; * // displayTextColor.color = gunState; * // HUDDisplay.currentDisplay = "B L A Z E S W O R D"; * if(dist <= 15f) * { * InteractionTextScript.stringValue = " " + * " P U R C H A S E"; * InteractionButtons.stringValue = "O R"; * interactionButton1.sprite = xButton; * interactionButton2.sprite = xKeyButton; * } * else * { * InteractionTextScript.stringValue = ""; * InteractionButtons.stringValue = ""; * } * if(dist <= 15f && Input.GetButtonDown("Interact")) * { * // sounds.PlayOneShot (pickUpItem); * //WeaponSwitch.handGunActive = true; * dannyWeapons.SetBLAZENow(); * dannyWeapons.blazeSwordActive = true; * dannyWeapons.bowStaffActive = false; * hit.collider.gameObject.SetActive (false); * } * }*/ else if (hit.collider.tag == "Health lv: 1") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "S M A L L P O T I O N"; } else if (hit.collider.tag == "Health lv: 2") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "L A R G E P O T I O N"; } else if (hit.collider.tag == "Health lv: 3") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "F U L L H E A L T H"; } else if (hit.collider.tag == "Power Up") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "P O W E R G A I N"; } else if (hit.collider.tag == "Power Tower") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "S H U T D O W N S W I T C H"; } else if (hit.collider.tag == "RL Extended Clip") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : R P G "; } else if (hit.collider.tag == "RL Ammo") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : R P G "; } else if (hit.collider.tag == "SG Extended Clip") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : S H O T G U N"; } else if (hit.collider.tag == "SG Ammo") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : S H O T G U N"; } else if (hit.collider.tag == "HG Extended Clip") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : H A N D G U N"; } else if (hit.collider.tag == "HG Ammo") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : H A N D G U N"; } else if (hit.collider.tag == "AR Extended Clip") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : A R"; } else if (hit.collider.tag == "AR Ammo") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : A R"; } else if (hit.collider.tag == "SR Extended Clip") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : S N I P E R"; } else if (hit.collider.tag == "SR Ammo") { sightsColor.color = gunState; sightsCircleColor.color = gunState; ridiculeColor.color = gunState; // displayTextColor.color = gunState; // HUDDisplay.currentDisplay = "A M M O : S N I P E R"; } else { sightsColor.color = weaponHighlight; sightsCircleColor.color = weaponHighlight; ridiculeColor.color = weaponHighlight; // displayTextColor.color = weaponHighlight; } } }