示例#1
0
    // Update is called once per frame
    void Update()
    {
        if (timeToFire > 0)
        {
            timeToFire -= Time.deltaTime;
        }

        if (Input.GetButton("Fire1") && timeToFire <= 0)
        {
            if (currAmmo != 0 && !reloading)
            {
                Fire();
                timeToFire = fireRate * (1 - (mFireRate));
            }
        }

        if (Input.GetButton("Fire1") && currAmmo != 0)
        {
            arms.SetBool("fire", true);
            if (barrel != null && !reloading)
            {
                barrel.Spin();
            }
        }
        else
        {
            arms.SetBool("fire", false);
        }

        if (Input.GetButton("Reload") && !reloading && currAmmo != (int)(maxAmmo * (1 + (mAmmo))))
        {
            arms.Play("Rifle_Reload", 0, 0.0f); // Play the reload animation.
            reloading = true;
        }

        if (Input.GetKeyDown(KeyCode.LeftAlt))
        {
            MaxUpgrades();
        }                                                         //god mode (max upgrades / min upgrades toggle)
        if (Input.GetKeyDown(KeyCode.Equals))
        {
            ModifyAll(true);
        }                                                          //increase all mod levels by 1
        if (Input.GetKeyDown(KeyCode.Minus))
        {
            ModifyAll(false);
        }                                                          //decrease all mod levels by 1
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        //Debug.DrawRay(firingPosition.transform.position, firingPosition.transform.forward * range, Color.red, 2f);

        if (timeToFire > 0)
        {
            timeToFire -= Time.deltaTime;
        }

        if (Input.GetButton("Fire1") && timeToFire <= 0)
        {
            if (currAmmo != 0 && !reloading)
            {
                Fire();
                timeToFire = fireRate * (1 - (fireRatePercentReduction * fireRateUpgrade));
            }
        }

        if (Input.GetButton("Fire1") && currAmmo != 0)
        {
            firstPersonArms_Animator.SetBool("fire", true);
            if (barrel != null && !reloading)
            {
                barrel.Spin();
            }
        }
        else
        {
            firstPersonArms_Animator.SetBool("fire", false);
        }

        if (Input.GetButton("Reload") && !reloading && currAmmo != (int)(maxAmmo * (1 + (ammoCapPercentIncrease * ammoUpgrade))))
        {
            firstPersonArms_Animator.Play("Rifle_Reload", 0, 0.0f); // Play the reload animation.
            reloading = true;
            //StartCoroutine(Reload());
        }
    }