示例#1
0
 private void Awake()
 {
     remainingBurnTime = forceFieldData.duration;
     powerUpUI         = GameObject.FindGameObjectWithTag("BurnPowerUpUI").GetComponent <CooldownScript>();
     powerUpUI.SetMaxCooldown(forceFieldData.duration, true);
     GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerScript>().ChangeHealth(healthGiven);
     burnAnimationTime = burnEffectPrefab.GetComponent <Animator>().runtimeAnimatorController.animationClips[0].length;
 }
示例#2
0
    void Awake()
    {
        itemId = ItemType.food + itemNo.ToString();
        food   = new Item(itemId);

        gameObject.name = food.getItemName();
        cooldownScript  = new CooldownScript();
        localPlayer     = GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer;
    }
示例#3
0
 private void Awake()
 {
     remainingForceFieldTime = forceFieldData.duration;
     spriteRenderer          = GetComponent <SpriteRenderer>();
     edgeCollider            = GetComponent <EdgeCollider2D>();
     player = GetComponentInParent <PlayerScript>();
     Hide();
     powerUpUI = GameObject.FindGameObjectWithTag("PowerUpUI").GetComponent <CooldownScript>();
     powerUpUI.SetMaxCooldown(forceFieldData.duration, true);
 }
示例#4
0
    void Update()
    {
        // If weapon is loot, none of functions will be able to use, just giving infos to CameraRay
        if (!isLoot)
        {
            if (GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer &&
                cooldownScript == null)
            {
                localPlayer    = GameObject.Find("GameEditor").GetComponent <GameSceneEventHandler>().localPlayer;
                cooldownScript = new CooldownScript(itemId, localPlayer, swingSpeed, loadSpeed);
            }

            // Change weaponMode, NOTE: Not all weapons have second mode
            if (Input.GetKeyDown(KeyCode.X))
            {
                anim.Stop();

                if (weaponMode == 0)
                {
                    weaponMode = 1;
                }
                else
                {
                    weaponMode = 0;
                }
            }

            if (weaponMode == 0)
            {
                if (canUse)
                {
                    MouseFunctions.mouseClickActions(itemId, gameObject);
                }
                else
                {
                    // Special Event of Firearms for late reloading
                    if (zoomed && !anim.isPlaying)
                    {
                        switch (itemId)
                        {
                        case ItemId.musket:
                            musketRightFunc();
                            break;

                        case ItemId.pistov:
                            pistovRightFunc();
                            break;

                        default:
                            break;
                        }
                    }
                    else
                    {
                        if (!anim.isPlaying)
                        {
                            switch (itemId)
                            {
                            case ItemId.musket:
                                reloadMusket();
                                break;

                            case ItemId.pistov:
                                reloadPistov();
                                break;

                            default:
                                break;
                            }
                        }
                    }
                }
            }
            else
            {
                if (!anim.isPlaying)
                {
                    MouseFunctions.mouseClickActions(itemId, gameObject);
                }
            }

            if (isReloadFinished)
            {
                isReloadFinished = false;
                decreaseAmmoStack();
            }
        }
    }