// Update is called once per frame void Update() { if (Input.GetButton("Fire1")) { if (!isFiring && !isReloading) { if (Time.time > lastFireTime + 1 / props.getRof()) { if (cgl.cheatActivated) { Fire(); } else { Shoot(); } } } } if (Input.GetButton("Melee")) { melee.Attack(); } if (Input.GetButton("Reload")) { if (!isReloading) { if (Time.time > lastFireTime + 1 / props.getRof()) { Reload(); } } } }
void Update() { if (target) { Move(); if (properties.stopDistance >= playerDistance && Time.time >= nextAttackTime) { meleeController.Attack(damageable, properties.damage, target.position, properties.attackSpeed); nextAttackTime = Time.time + properties.timeBetweenAttack; } } }
void Update() { //Movement input Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")); Vector3 moveVelocity = moveInput.normalized * moveSPeed; controller.Move(moveVelocity); //Look input Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, Vector3.up * gunController.GunHeight); float rayDistance; if (groundPlane.Raycast(ray, out rayDistance)) { Vector3 point = ray.GetPoint(rayDistance); controller.LookAt(point); croshairs.transform.position = point; croshairs.DetectTargets(ray); //Amiming fix if ((new Vector2(point.x, point.z) - new Vector2(transform.position.x, transform.position.z)).sqrMagnitude > 1.5) { gunController.Aim(point); } } //Weapon input if (Input.GetMouseButton(0)) { gunController.OnTriggerHold(); } if (Input.GetMouseButtonUp(0)) { gunController.OnTriggerRelease(); } if (Input.GetKeyDown(KeyCode.R)) { gunController.Reload(); } if (Input.GetKeyDown(KeyCode.Space)) { meleeController.Attack(); } if (Input.GetAxis("Mouse ScrollWheel") > 0f) // forward { gunController.EquipNextGun(); } else if (Input.GetAxis("Mouse ScrollWheel") < 0f) // backwards { gunController.EquipPreviousGun(); } //Fall death if (transform.position.y < -10) { TakeDamage(health); } }