示例#1
0
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetKeyDown(KeyCode.F))
     {
         Debug.Log("Tiro fuori l'arma");
         GameManagerPistol.WeaponPistolOn();
     }
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!Input.GetKey(KeyCode.R) && Input.GetKey(KeyCode.Space))
     {
         GameManagerPistol.ShotBullet();
     }
     else if (!Input.GetKey(KeyCode.R) & !Input.GetKey(KeyCode.Space))
     {
         GameManagerPistol.WeaponPistolOn();
     }
 }
示例#3
0
 private void Awake()
 {
     if (singleton == null)
     {
         singleton = this;
         DontDestroyOnLoad(singleton);
     }
     else
     {
         DestroyImmediate(singleton);
     }
     Setup();
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetMouseButton(1))
     {
         Debug.Log("Sto sparando");
         GameManagerPistol.FocusPistol();
     }
     else if (Input.GetKeyDown(KeyCode.R))
     {
         Debug.Log("Ho finito i colpi, devo ricaricare");
         GameManagerPistol.ReloadPistol();
     }
     else
     {
         GameManagerPistol.WeaponPistolOn();
     }
 }
示例#5
0
 // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetMouseButton(1))
     {
         Debug.Log("Ti ho nel mirino");
         if (Input.GetKey(KeyCode.Space))
         {
             Debug.Log("Ti sparo");
             GameManagerPistol.ShotBullet();
         }
     }
     else if (!Input.GetMouseButton(1) && Input.GetKey(KeyCode.Space))
     {
         GameManagerPistol.ShotBullet();
     }
     else if (!Input.GetMouseButton(1) & !Input.GetKey(KeyCode.Space))
     {
         GameManagerPistol.WeaponPistolOn();
     }
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         Debug.Log("Sto per sparare");
         GameManagerPistol.ShotBullet();
     }
     else if (Input.GetKeyDown(KeyCode.R))
     {
         Debug.Log("Devo ricaricare");
         GameManagerPistol.ReloadPistol();
     }
     else if (Input.GetKeyDown(KeyCode.F))
     {
         Debug.Log("Metto via l'arma");
         GameManagerPistol.WeaponPistolOff();
     }
     else if (Input.GetMouseButton(1))
     {
         Debug.Log("Ti miro");
         GameManagerPistol.FocusPistol();
     }
 }
 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     GameManagerPistol.Setup();
     GameManagerPistol.EventSetup();
 }