public void getLaserGunState(LaserGunState state) { beamRenderer.enabled = false; laserGunState.copy(state); // set the line renderer settings initializeLaserGunSettings(); }
public LaserGunState useInventory(int slot) { if (inventory[slot] == null) { return(null); } LaserGunState toReturn = inventory[slot].GetComponent <LaserGunState>(); inventory[slot] = null; renderers[slot].sprite = null; return(toReturn); }
// Update is called once per frame void Update() { Vector3 target = cam.ScreenToWorldPoint(Input.mousePosition); rotateSniperDude(target); moveSniperDude(); if (Input.GetMouseButton(0)) { lasergun.shootLaser(target); } ramTime += Time.deltaTime; if (Input.GetKeyDown(KeyCode.Space)) { if (ramTime >= ramCooldown) { ramOn = true; speed = 3.0f; ramTime = 0f; Invoke("setSpeedToNormal", 1); } } if (Input.GetKeyDown(KeyCode.Alpha1)) { LaserGunState state = inventory.useInventory(0); if (state != null) { getPickup(state); } } if (Input.GetKeyDown(KeyCode.Alpha2)) { LaserGunState state = inventory.useInventory(1); if (state != null) { getPickup(state); } } }
public void copy(LaserGunState state) { power = state.power; timeForOneRound = state.timeForOneRound; magazineSize = state.magazineSize; reloadTime = state.reloadTime; startColor.r = state.startColor.r; startColor.g = state.startColor.g; startColor.b = state.startColor.b; endColor.r = state.endColor.r; endColor.g = state.endColor.g; endColor.b = state.endColor.b; recoil = state.recoil; range = state.range; startWidth = state.startWidth; endWidth = state.endWidth; bulletsLeft = magazineSize; timeSinceLastShotFired = 1f; reloading = false; reloadingTimeAmount = 0f; }
public void getPickup(LaserGunState state) { lasergun.getLaserGunState(state); }