private void FireUsingKeyboard() { if (Input.GetKeyUp(InputManager.Instance.Fire)) { if (_holdData.HoldingDownTrigger) { PrepareHoldShot(); } else if (Time.time > _timeTillShotAllowed) { PrepareSingleShot(); } FireShot(); ResetData(); } else if (_holdData.HoldingDownTrigger) { WeaponAnimator.SetBool("HoldCharge", true); } // Determine if we should queue a hold fire shot if (Input.GetKeyDown(InputManager.Instance.Fire) && !_holdData.HoldingDownTrigger) { _holdData.HoldingQueued = true; // Wait 1/10th of a second to set the holding Invoke("InvokeHolding", 0.25f); } }
private void Update() { if (HasAmmo) { CheckAmmo(); } WeaponAnimator.SetBool("UltMode", UltMode); ResolveLaserType(); var fireButton = Input.GetAxis(Player.JoystickId + GameConstants.Input_RTrigger); if (Input.GetKeyDown(InputManager.Instance.Fire) || fireButton > WeaponConfig.TriggerFireThreshold || _holdingDownFire) { PrepareLaser(); GenerateLaser(); } if (Input.GetKeyUp(InputManager.Instance.Fire) || (JoystickManagerController.Instance.ConnectedControllers() > 0 && fireButton == 0)) { _holdingDownFire = false; _currentLaser.enabled = false; _laserSoundPlaying = false; AudioManager.Instance.StopSound(GameConstants.Audio_EmissionIndexShot); } }
private void Update() { Damage = UltMode ? _ultModeDamage : _defaultDamage; var rightTrigger = Input.GetAxis(Player.JoystickId + GameConstants.Input_RTrigger); if (!_triggerLetGo) { if (rightTrigger <= WeaponConfig.TriggerFireThreshold && !Input.GetKey(InputManager.Instance.Fire)) { _triggerLetGo = true; } } // Degub only rendering the raycasts to see them in action for (var i = 1; i < _debugBlastRotations.Length; ++i) { Debug.DrawRay(_debugBlastRotations[0], _debugBlastRotations[i] * ShotgunConfig.RayLength, Color.green); } HandleShootingInput(rightTrigger); if (HasAmmo) { CheckAmmo(); } WeaponAnimator.SetBool("UltModeActive", UltMode); }
/// <summary> /// Fire an awesome charged up bullet that explodes on impact or after it reaches its max lifetime /// </summary> private void PrepareHoldShot() { CancelInvoke("InvokeHolding"); WeaponAnimator.SetBool("HoldCharge", false); _chargeShotFired = true; BulletPrefab = BulletPrefabs[(int)BulletType.CHARGED]; AudioManager.Instance.PlaySound(GameConstants.Audio_GaussShotCharged); }
private void Update() { HandleShootingInput(); if (HasAmmo) { CheckAmmo(); } WeaponAnimator.SetBool("UltModeActive", UltMode); }
// Update is called once per frame void Update() { CamAnimator.SetBool("Running", Input.GetKey(KeyCode.W)); WeaponAnimator.SetBool("Fire", Input.GetKey(KeyCode.Space)); if (Input.GetKey(KeyCode.W)) { transform.position = transform.position + transform.forward * moveSpeed * Time.deltaTime; } }
public override void Fire() { if (DestinyEngineController.main.IsGamePaused) { return; } if (doFire == false) { return; } if (isSprinting) { return; } if (Is_Reloading) { return; } if (Is_Cooldown) { return; } else if (MagazineCurrent <= 0) { WeaponAnimator.SetBool("Fire", false); if (noAmmoSource != null) { if (noAmmoSource.isPlaying == false) { noAmmoSource.Play(); } } return; } internalCooldownTimer = cooldownFire; Is_Cooldown = true; if (MagazineCurrent > 0) { MagazineCurrent -= 1; } WeaponAnimator.SetBool("Fire", true); gunFireSource.Play(); SaveFlag(); Impact(); Recoil(); }
private void Update() { WeaponAnimator.SetBool("FireUlt", UltMode); if (UltMode) { HandleUltShootingInput(); } else { ResolveShootingInput(); } if (HasAmmo) { CheckAmmo(); } }
private void Update() { if (DestinyEngineController.ExamplePlayer.IsPlayerWalking()) { WeaponAnimator.SetFloat("Moving", 1f); } else { WeaponAnimator.SetFloat("Moving", 0f); } if (DestinyEngineController.ExamplePlayer.IsPlayerSprinting()) { isSprinting = true; } else { isSprinting = false; } if (isSprinting) { WeaponAnimator.SetBool("isSprinting", true); } else { WeaponAnimator.SetBool("isSprinting", false); } if (Is_Cooldown) { internalCooldownTimer -= 1 * Time.deltaTime; if (internalCooldownTimer < 0) { Is_Cooldown = false; } } }
private void FireUsingController() { var rightTrigger = Input.GetAxis(Player.JoystickId + GameConstants.Input_RTrigger); if (_holdData.HoldingDownTrigger && (rightTrigger == 0)) { PrepareHoldShot(); FireShot(); ResetData(); } else if (_holdData.HoldingDownTrigger) { WeaponAnimator.SetBool("HoldCharge", true); } else if (rightTrigger > WeaponConfig.TriggerFireThreshold) { _holdData.TriggerPressed = true; } else { if (_holdData.TriggerPressed && Time.time > _timeTillShotAllowed) { PrepareSingleShot(); FireShot(); } ResetData(); } // Determine if we should queue a hold fire shot if (_holdData.TriggerPressed && !_holdData.HoldingDownTrigger && !_holdData.HoldingQueued) { _holdData.HoldingQueued = true; // Wait 1/10th of a second to set the holding Invoke("InvokeHolding", 0.25f); } }
public override void Inaction() { WeaponAnimator.SetBool("Fire", false); }
protected override void ApplyRecoil() { WeaponAnimator.SetBool("ApplyRecoil", true); StartCoroutine(ResetWeaponPosition()); }
protected override void ApplyRecoil() { WeaponAnimator.SetBool("ApplyRecoil", true); StartCoroutine(ResetWeaponPosition()); AudioManager.PlaySound(GameConstants.Audio_FuzzBuster); }