void Update() { if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } if (playerInventory == null && player != null) { playerInventory = player.GetComponent <ShootBehaviour>(); } // Handle player pick weapon action. if (this.pickable && Input.GetKeyDown(KeyCode.E)) { // Disable weapon physics. rbody.isKinematic = true; this.col.enabled = false; // Setup weapon and add in player inventory. playerInventory.AddWeapon(this); Destroy(interactiveRadius); this.Toggle(true); this.pickable = false; // Change active weapon HUD. TooglePickupHUD(false); } }
public void PickUpWeapon(ShootBehaviour shootBehaviour) { playerShootBehavior = shootBehaviour; rbody.isKinematic = true; this.col.enabled = false; playerShootBehavior.AddWeapon(this); interactiveRadius.enabled = false; this.Pickable = false; currentInventoryAmmoCount = playerShootBehavior.GetInventory().GetCurrentAmmo(weaponType) + mag; playerShootBehavior.GetInventory().AddAmmoToInventory(weaponType, mag); }
private void Update() { if (isPickable == true && Input.GetButtonDown(ButtonName.Pick)) { weaponRigidbody.isKinematic = true; weaponCollider.enabled = false; playerInventory.AddWeapon(this); Destroy(interactiveRadius); ToggleWeapon(true); isPickable = false; TogglePickHUD(false); } }
private void Update() { if (this.pickable && Input.GetButtonDown(ButtonName.Pick)) { // 주울 수 있는 상태에서 pick 버튼을 눌렀다 //disable physics weapon weaponRigidbody.isKinematic = true; weaponCollider.enabled = false; playerInventory.AddWeapon(this); Destroy(interactiveRadius); this.Toggle(true); this.pickable = false; TogglePickHUD(false); } }
void Update() { // Handle player pick weapon action. if (this.pickable && Input.GetButtonDown(playerInventory.pickButton)) { // Disable weapon physics. rbody.isKinematic = true; this.col.enabled = false; // Setup weapon and add in player inventory. playerInventory.AddWeapon(this); Destroy(interactiveRadius); this.Toggle(true); this.pickable = false; // Change active weapon HUD. TooglePickupHUD(false); } }
//player interaction with weapons void OnTriggerStay(Collider other) { if (!isLocalPlayer) { return; } if (other.tag == "Gun") { InteractiveWeapon tempWeapon = other.GetComponent <InteractiveWeapon>(); tempWeapon.pickable = true; tempWeapon.TooglePickupHUD(true, this.playerCamera); if (Input.GetButtonDown(Player.pickButton) && tempWeapon && tempWeapon.pickable == true)//pick up weapon { this.Weapon = tempWeapon; if (Weapon.label == "AWM") { Player.shotRateFactor = 0.1f; } else { Player.shotRateFactor = 1f; } Player.AddWeapon(Weapon); tempWeapon.TooglePickupHUD(false, this.playerCamera); Weapon.Toggle(true); if (isServer) { RpcpickWeapon(this.Weapon.id); } else { CmdpickWeapon(this.Weapon.id); } } } }