示例#1
0
 // Update is called once per frame
 void Update()
 {
     if (pookie == null)
     {
         if (GameObject.FindGameObjectWithTag("Player") != null)
         {
             pookie         = GameObject.FindGameObjectWithTag("Player").GetComponent <PookieController>();
             weapons        = pookie.getWeapons();
             goldenEffects  = GameObject.FindGameObjectsWithTag("GoldenParticle");
             rainbowEffects = GameObject.FindGameObjectsWithTag("RainbowParticle");
             changeWeapon(1);
         }
     }
     if (Input.GetAxisRaw("Fire2") != 0)
     {
         if (!axisFireInUse)
         {
             int number = currentWeapon + 1;
             changeWeapon(number);
             axisFireInUse = true;
         }
     }
     if (Input.GetAxisRaw("Fire2") == 0)
     {
         axisFireInUse = false;
     }
 }
示例#2
0
 //changes to another weapon, hidding all the other ones.
 private void changeWeapon(int num)
 {
     if (pookie == null)
     {
         pookie         = GameObject.FindGameObjectWithTag("Player").GetComponent <PookieController>();
         weapons        = pookie.getWeapons();
         goldenEffects  = GameObject.FindGameObjectsWithTag("GoldenParticle");
         rainbowEffects = GameObject.FindGameObjectsWithTag("RainbowParticle");
     }
     if (num == weapons.Length)
     {
         num = 0;
     }
     currentWeapon = num;
     for (int i = 0; i < weapons.Length; i++)
     {
         if (i == num)
         {
             weapons[i].SetActive(true);
         }
         else
         {
             weapons[i].SetActive(false);
         }
     }
     //check for golden effects
     for (int i = 0; i < goldenEffects.Length; i++)
     {
         if (num != 0)
         {
             goldenEffects[i].SetActive(true);
         }
         else
         {
             goldenEffects[i].SetActive(false);
         }
     }
     for (int i = 0; i < rainbowEffects.Length; i++)
     {
         if (num != 0)
         {
             rainbowEffects[i].SetActive(false);
         }
         else
         {
             rainbowEffects[i].SetActive(true);
         }
     }
 }