示例#1
0
    void Fire()
    {
        if (InputKeys.isDown(InputKeys.SHOOT) && equipped)
        {
            hitbox.enabled = true;
            em.enabled     = true;
            audioTimer    += Time.deltaTime;
            if (audioTimer >= timerRate)  //will only send audio request every .25s.
            {
                audioTimer -= timerRate;
                audioManager.PlayLoopedSound("Flamethrower1");
                print("TOLD MANAGER TO PLAY SOUND");
            }
        }

        if (InputKeys.isPressed(InputKeys.SHOOT) && equipped)
        {
            hitbox.enabled = true;
            em.enabled     = true;
            if (!firing)
            {
                firing = true;
                //audioManager.PlaySound("Flamethrower1");
            }
        }
    }
示例#2
0
文件: Chatbox.cs 项目: coconut1z/GDS1
 // Update is called once per frame
 void Update()
 {
     if (Global.bossMedley)
     {
         position = size;
     }
     if (InputKeys.isPressed(InputKeys.SHOOT))
     {
         position++;
         if (position < size)
         {
             UpdateText();
         }
     }
     else if (Input.GetKeyDown(KeyCode.Space))
     {
         {
             position = size;
             UpdateText();
         }
     }
     if (position >= size)
     {
         if (part % 2 == 0)
         {
             SetActiveText(chatTest.returnChatByPart(part + 1));
             stageManager.ChangeStage(gameObject, part / 2 + 1);
             gameObject.SetActive(false);
         }
         else
         {
             inventoryPanel.SetActive(true);
         }
     }
 }
示例#3
0
 private void SwapWeapon(Collider2D col)
 {
     if (InputKeys.isPressed(InputKeys.WEP1))
     {
         SwapWeapon(0, col);
     }
     if (InputKeys.isPressed(InputKeys.WEP2))
     {
         SwapWeapon(1, col);
     }
 }
示例#4
0
    void Fire()
    {
        if (InputKeys.isDown(InputKeys.SHOOT))
        {
            hitbox.enabled = true;
            em.enabled     = true;
        }

        if (InputKeys.isPressed(InputKeys.SHOOT))
        {
            hitbox.enabled = true;
            em.enabled     = true;
            if (!firing)
            {
                firing = true;
                audioManager.PlaySound("DarkWeapon");
            }
        }
    }