// Update is called once per frame void FixedUpdate() { character.InputMoveV = Input.GetAxis("Vertical"); character.InputMoveH = Input.GetAxis("Horizontal"); if (Input.GetMouseButtonDown(1)) { RangedWeapon.SetActive(true); character.AimingControllerIn = true; } if (Input.GetMouseButtonUp(1)) { character.AimingControllerOut = true; Invoke("DropGun", 0.3f); } character.Aim(); character.UpdateMove(); if (Gun.gameObject.activeSelf) { if (character.IsAiming) { if (Input.GetMouseButton(0)) { animator.SetTrigger("Fire"); Gun.Fire(); } if (Gun.weaponstate != GunFire.WeaponStatus.Loading && Input.GetKeyDown(KeyCode.R)) { Gun.Reload(); } } } }
IEnumerator OnTriggerEnter(Collider Player) { if (Player.gameObject.tag == "Player") { Debug.Log("Player picked up Ammo"); // Check the gun is active in the scene if (player.GetComponent <WeaponSelect>().GunActive()) { gun.Reload(); // Do the reload animation } //ammo.CurrentAmmo += 10; // Increase the ammo gc.GetComponent <ManageAmmo>().AddAmmo(10); // Increment the amount of ammo available pickupAudio.Play(); // Play pickup sound yield return(new WaitForSeconds(pickupAudio.clip.length)); // Wait for the sound to play then //Destroy(this.gameObject); // Destory the collectable object gameObject.SetActive(false); } else { Debug.Log("Player can pick up ammo after collecting gun"); } }
IEnumerator OnTriggerEnter(Collider Player) { // if its level 1 and the objective isn't already marked complete, and the player has the gun if (SceneManager.GetActiveScene().buildIndex == 3 && !gc.GetComponent <ManageObjectives>().GetObjective2Complete() && gc.GetComponent <ManageObjectives>().GetObjective1Complete()) { gc.GetComponent <ManageObjectives>().SetObjective2Complete(true); // Mark objective 2 complete and increment completed objectives } //if (Player.gameObject.tag == "Player" && hasGun.activeInHierarchy) if (Player.gameObject.tag == "Player" && player.GetComponent <WeaponSelect>().GetHasGun()) { Debug.Log("Player picked up Ammo"); // Check the gun is active in the scene before calling the Reload() function if (Player.GetComponent <WeaponSelect>().GunActive()) { gun.Reload(); } //ammo.CurrentAmmo += 10; // Increase the ammo //ammo.AddAmmo(10); // Add 10 to ammo and animate text gc.GetComponent <ManageAmmo>().AddAmmo(ammoToAdd); // Add 10 to ammo with animated text on HUD panel pickupAudio.Play(); // Play pickup sound yield return(new WaitForSeconds(pickupAudio.clip.length)); // Wait for the sound to play then //Destroy(this.gameObject); // Destory the collectable object gameObject.SetActive(false); } else { Debug.Log("Player can pick up ammo after collecting gun"); } //if (numObjectives.getObjectiveCount () == 1) { // If we are looking to complete the 2nd objective (pick up ammo) // getAmmoObjective.SetActive (true); // Mark the get ammo objective as complete //} }
// Update is called once per frame void FixedUpdate() { #if UNITY_ANDROID MoveInput = joystick.stickinput; Debug.Log(joystick.stickinput); character.InputMoveV = MoveInput.y; character.InputMoveH = MoveInput.x; #else character.InputMoveV = Input.GetAxis("Vertical"); character.InputMoveH = Input.GetAxis("Horizontal"); #endif if (Input.GetMouseButtonDown(1)) { RangedWeapon.SetActive(true); character.AimingControllerIn = true; } if (Input.GetMouseButtonUp(1)) { character.AimingControllerOut = true; Invoke("DropGun", 0.3f); } if (character.IsGrounded) { if (Input.GetKeyDown(KeyCode.Space)) { Debug.Log("Jump"); character.Jump(); } } if (character.InWall) { if (Input.GetKeyDown(KeyCode.B)) { character.gameObject.GetComponent <Rigidbody>().velocity = Vector3.zero; } if (Input.GetKey(KeyCode.B)) { character.Climb(); } } character.Aim(); character.UpdateMove(); if (Gun.gameObject.activeSelf) { if (character.IsAiming) { if (Input.GetMouseButton(0)) { animator.SetTrigger("Fire"); Gun.Fire(); } if (Gun.weaponstate != GunFire.WeaponStatus.Loading && Input.GetKeyDown(KeyCode.R)) { Gun.Reload(); } } } }