// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && _weaponSelected != null) { AudioSource.PlayClipAtPoint(fire, Vector3.up); } if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) { _colSelected = Physics2D.OverlapPoint(transform.position); if (_colSelected && _colSelected.tag == "weapon") { AudioSource.PlayClipAtPoint(reload, Vector3.up); _weaponSelected = _colSelected.gameObject.GetComponent<generateWeapon>(); anim = _weaponSelected.GetComponent<Animator>(); _weapon = _weaponSelected.weapon.GetComponent<weapons>(); attachToBody.GetComponent<SpriteRenderer>().sprite = _weapon.attachToBody; weapon2 = weapon.GetComponent<weapon>(); bullet_prefab = weapon.GetComponent<weapon>().bullet_prefab; bullet_prefab.GetComponent<SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i]; _weaponSelected.transform.localScale = Vector3.zero; anim.SetBool("isTake", true); anim.SetBool("isDrop", false); } } if (Input.GetMouseButtonDown (1) && _weaponSelected != null) { anim.SetBool("isTake", false); anim.SetBool("isDrop", true); _weaponSelected.transform.position = transform.position; attachToBody.GetComponent<SpriteRenderer>().sprite = null; _weaponSelected = null; } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && _weaponSelected != null) { AudioSource.PlayClipAtPoint(fire, Vector3.up); } if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) { _colSelected = Physics2D.OverlapPoint(transform.position); if (_colSelected && _colSelected.tag == "weapon") { AudioSource.PlayClipAtPoint(reload, Vector3.up); _weaponSelected = _colSelected.gameObject.GetComponent <generateWeapon>(); anim = _weaponSelected.GetComponent <Animator>(); _weapon = _weaponSelected.weapon.GetComponent <weapons>(); attachToBody.GetComponent <SpriteRenderer>().sprite = _weapon.attachToBody; weapon2 = weapon.GetComponent <weapon>(); bullet_prefab = weapon.GetComponent <weapon>().bullet_prefab; bullet_prefab.GetComponent <SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i]; _weaponSelected.transform.localScale = Vector3.zero; anim.SetBool("isTake", true); anim.SetBool("isDrop", false); } } if (Input.GetMouseButtonDown(1) && _weaponSelected != null) { anim.SetBool("isTake", false); anim.SetBool("isDrop", true); _weaponSelected.transform.position = transform.position; attachToBody.GetComponent <SpriteRenderer>().sprite = null; _weaponSelected = null; } }