//======================================

    // USE Primary Fire //

    // Laser Effects

    void Update() // Laser Effects and Alt Fire   // Update is called once per frame
    {
        // Max Laser Distance Raycast Var
        // 2Bats = Full
        if (barrierCounter == 0)
        {
            maxDistance = 12;
        }

        // 1Bat = 1/2
        if (barrierCounter == 1)
        {
            maxDistance = 9;
        }

        // 0Bats = 0...duh
        if (barrierCounter == 2)
        {
            maxDistance = 7;
        }

        //======================================

        if (isFiringLaser && !altFire)
        {
            // Laser Graphics
            if (!lineRenderer.enabled)
            {
                lineRenderer.enabled = true;
                impactEffect.Play();        // Particles
                impactLight.enabled = true; // Light
                sfx_AudioSource.Play();
                //handLight.enabled = true;
            }

            //lineRenderer.SetPosition(0, firePoint.position);
            //lineRenderer.SetPosition(1, transform.forward * 10 + transform.position); // Max Distance

            // Rotate Direcion Particles Face
            Vector3 dir = firePoint.position - transform.forward * 10 + transform.position; // Vector with direction facing Player
            impactEffect.transform.rotation = Quaternion.LookRotation(dir);                 // Rotate Particle Collide
        }
        else // Turn Off Laser and Effects
        {
            lineRenderer.enabled = false;
            impactEffect.Stop();         // Particles
            impactLight.enabled = false; // Particle Lighting
            sfx_AudioSource.Stop();      // Stop Audio

            laserCollider = false;

            //handLight.enabled = false; // Lighting Effects Hands
        }

        //======================================

        // ALTERNATE FIRE
        if (isFiringLaser && altFire) // Charge Shot Alt
        {
            if (canShoot == true)
            {
                BlueBulletController newBullet = Instantiate(bullet, firePoint.position, firePoint.rotation) as BlueBulletController;

                canShoot = false;
            }
        }

        //======================================

        // USE ABILITIES //

        // Barrier
        if (holdingBarrier && barrierCounter < 2) // Charge Shot Alt
        {
            BlueBarrierController newBarrier = Instantiate(barrier, barrierDeployPoint.position, barrierDeployPoint.rotation) as BlueBarrierController;

            holdingBarrier = false;

            barrierCounter += 1;
        }

        // Turret
        if (holdingTurret && barrierCounter < 2) // Charge Shot Alt
        {
            BlueTurretController newTurret = Instantiate(turret, barrierDeployPoint.position, barrierDeployPoint.rotation) as BlueTurretController;

            holdingTurret = false;

            barrierCounter += 1;
        }
    }
示例#2
0
    //======================================

    // USE Primary Fire //

    // Laser Effects

    void Update() // Laser Effects and Alt Fire   // Update is called once per frame
    {
        // Max Laser Distance Raycast Var

        // 2Bats = Full
        if (barrierCounter == 0)
        {
            maxDistance = 12;
        }

        // 1Bat = 1/2
        if (barrierCounter == 1)
        {
            maxDistance = 9;
        }

        // 0Bats = 0...duh
        if (barrierCounter == 2)
        {
            maxDistance = 7;
        }

        //======================================

        if (isFiringLaser && !altFire)
        {
            // Laser Graphics
            if (!lineRenderer.enabled)
            {
                lineRenderer.enabled = true;
                impactEffect.Play();        // Particles
                impactLight.enabled = true; // Light
                sfx_AudioSource.AudioSource_01.Play();
                sfx_AudioSource.AudioSource_02.Play();
            }

            // Rotate Direcion Particles Face
            Vector3 dir = firePoint.position - transform.forward * 10 + transform.position; // Vector with direction facing Player
            impactEffect.transform.rotation = Quaternion.LookRotation(dir);                 // Rotate Particle Collide
        }
        else // Turn Off Laser and Effects
        {
            TurnOffLaser();
        }

        //======================================

        // ALTERNATE FIRE
        if (isFiringLaser && altFire) // Charge Shot Alt
        {
            if (bluePlayer.useController == true)
            {
                if (canOrb == true & Input.GetKeyDown(KeyCode.Joystick1Button7))
                {
                    BlueOrbController newOrb = Instantiate(orb, orbPoint.position, orbPoint.rotation) as BlueOrbController;

                    canOrb = false;
                }
            }

            if (bluePlayer.useController == false)
            {
                if (canOrb == true & Input.GetMouseButtonDown(0))
                {
                    BlueOrbController newOrb = Instantiate(orb, orbPoint.position, orbPoint.rotation) as BlueOrbController;

                    canOrb = false;
                }
            }
        }

        //======================================

        // USE ABILITIES //

        // Barrier
        if (canHoldBarrier == true && barrierCounter < 2 && canDeploy)
        {
            BlueBarrierController newBarrier = Instantiate(barrier, barrierDeployPoint.position, barrierDeployPoint.rotation) as BlueBarrierController;

            canHoldBarrier = false;

            canDeploy = false;

            barrierCounter += 1;

            // Turn Off Laser
            TurnOffLaser();

            isFiringLaser = false;

            // Turn Off Blue Can Shoot
            bluePlayer.canShoot = false;

            // Turn Off Can Orb
            canOrb = false;
        }

        // Turret
        if (canHoldTurret == true && barrierCounter < 2 && canDeploy)
        {
            BlueTurretController newTurret = Instantiate(turret, turretDeployPoint.position, turretDeployPoint.rotation) as BlueTurretController;

            canHoldTurret = false;

            canDeploy = false;

            barrierCounter += 1;

            // Turn Off Laser
            TurnOffLaser();

            isFiringLaser = false;

            // Turn Off Blue Can Shoot
            bluePlayer.canShoot = false;

            // Turn Off Can Orb
            canOrb = false;
        }
    }