// // Called every frame. 'delta' is the elapsed time since the previous frame. public override void _Process(float delta) { ProcessInput(delta); switch (currentWeapon) { case (Weapons.REPEATER): iconRptr.SetModulate(new Color(1, 1, 1, 1)); iconGren.SetModulate(new Color(1, 1, 1, 0.5f)); iconShot.SetModulate(new Color(1, 1, 1, 0.5f)); iconFlam.SetModulate(new Color(1, 1, 1, 0.5f)); coolSpeed = coolRepeater; ammoNum.Text = bullets.ToString(); break; case (Weapons.BUCKSHOT): iconRptr.SetModulate(new Color(1, 1, 1, 0.5f)); iconGren.SetModulate(new Color(1, 1, 1, 0.5f)); iconShot.SetModulate(new Color(1, 1, 1, 1)); iconFlam.SetModulate(new Color(1, 1, 1, 0.5f)); coolSpeed = coolBuckshot; ammoNum.Text = shells.ToString(); break; case (Weapons.GRENADES): iconRptr.SetModulate(new Color(1, 1, 1, 0.5f)); iconGren.SetModulate(new Color(1, 1, 1, 1)); iconShot.SetModulate(new Color(1, 1, 1, 0.5f)); iconFlam.SetModulate(new Color(1, 1, 1, 0.5f)); coolSpeed = coolGrenades; ammoNum.Text = grenades.ToString(); break; case (Weapons.FLAMETHROWER): iconRptr.SetModulate(new Color(1, 1, 1, 0.5f)); iconGren.SetModulate(new Color(1, 1, 1, 0.5f)); iconShot.SetModulate(new Color(1, 1, 1, 0.5f)); iconFlam.SetModulate(new Color(1, 1, 1, 1)); coolSpeed = coolFlames; int fuelInt = (int)player.fuel; ammoNum.Text = fuelInt.ToString(); break; } coolMeter.Value -= coolSpeed * 100 * delta; }