/** * Method that checks inputs to see which weapon to use */ private void UseWeapon() { switch (GameMaster.Weapon()) { case "sword": if (upgradeFireRate == 0) { if (!GameMaster.UpgradedSword()) { if (Input.GetButton(ControllerInputManager.Fire()) && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused() && !GameMaster.Swinging()) { Sword(); } } else { if (Input.GetAxisRaw(ControllerInputManager.Vertical()) > 0 && !GameMaster.Swinging()) { if (Input.GetButton(ControllerInputManager.Fire()) && Time.time > upgradeFireRate && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { ShootSwordBeam(); } } else { if (Input.GetButton(ControllerInputManager.Fire()) && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused() && !GameMaster.Swinging()) { Sword(); } } } } else { if (!GameMaster.UpgradedSword()) { if (Input.GetButton(ControllerInputManager.Fire()) && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused() && !GameMaster.Swinging()) { Sword(); } } else { if (Input.GetAxisRaw(ControllerInputManager.Vertical()) > 0 && !GameMaster.Swinging()) { if (Input.GetButton(ControllerInputManager.Fire()) && Time.time > timeToFireUpgrade && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { timeToFireUpgrade = Time.time + 1 / upgradeFireRate; //shoot sword beam ShootSwordBeam(); } } else { if (Input.GetButton(ControllerInputManager.Fire()) && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused() && !GameMaster.Swinging()) { Sword(); } } } } break; case "blaster": if (fireRate == 0 && upgradeFireRate == 0) { if (GameMaster.UpgradedBlaster()) { if (Input.GetAxisRaw(ControllerInputManager.Vertical()) > 0 && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (Input.GetButtonDown(ControllerInputManager.Fire()) && Time.time > upgradeFireRate && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (GameMaster.Ammo() > 5) { ShootUpgrade(); } else { timeToFireUpgrade = Time.time + 1 / upgradeFireRate; GameMaster.CancelSFX(); } } } else if (Input.GetButton(ControllerInputManager.Fire()) && Time.time > timeToFire && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (GameMaster.Ammo() > 0) { Shoot(); } else { timeToFire = Time.time + 1 / fireRate; GameMaster.CancelSFX(); } } } } else { if (GameMaster.UpgradedBlaster()) { if (Input.GetAxisRaw(ControllerInputManager.Vertical()) > 0 && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (Input.GetButtonDown(ControllerInputManager.Fire()) && Time.time > timeToFireUpgrade && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (GameMaster.Ammo() > 5) { timeToFireUpgrade = Time.time + 1 / upgradeFireRate; ShootUpgrade(); } else { timeToFireUpgrade = Time.time + 1 / upgradeFireRate; GameMaster.CancelSFX(); } } } else if (Input.GetButton(ControllerInputManager.Fire()) && Time.time > timeToFire && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (GameMaster.Ammo() > 0) { timeToFire = Time.time + 1 / fireRate; Shoot(); } else { timeToFire = Time.time + 1 / fireRate; GameMaster.CancelSFX(); } } } else { if (Input.GetButton(ControllerInputManager.Fire()) && Time.time > timeToFire && !GameMaster.PlayerTransitionState() && !GameMaster.IsPaused()) { if (GameMaster.Ammo() > 0) { timeToFire = Time.time + 1 / fireRate; Shoot(); } else { timeToFire = Time.time + 1 / fireRate; GameMaster.CancelSFX(); } } } } break; default: GameMaster.SetWeapon("sword"); break; } }