private void FixedUpdate() { if (mygun != null && !this.dead) { if (punched) { gameObject.GetComponent <Animator>().SetBool("gun", false); gameObject.GetComponent <Animator>().SetBool("mp", false); gameObject.GetComponent <Animator>().SetBool("uzi", false); if (mygun != null) { mygun.switchHandState(); mygun = null; } } } }
// Update is called once per frame void Update() { if (gameObject.transform.childCount > 0) { if (Input.GetMouseButtonDown(1)) { if (mygun == gameObject.transform.GetChild(0).GetComponent <gunObject>() && myGranate == null) { mygun.switchHandState(); } else if (myGranate != null) { myGranate.switchHandState(); } else { gameObject.transform.GetChild(0).GetComponent <gunObject>().switchHandState(); } } } }
private void OnTriggerStay2D(Collider2D collision) { if (collision.tag == "gun" && !this.gunOnFloor.inHand) { Debug.Log("Player staying in: Gun"); if (Input.GetMouseButton(1)) { mygun = this.gunOnFloor; mygun.Owner = gameObject; mygun.switchHandState(); } } if (collision.tag == "granate" && !this.granateOnFloor.inHand) { Debug.Log("Player staying in: Granade"); if (Input.GetMouseButton(1)) { myGranate = this.granateOnFloor; myGranate.Owner = gameObject; myGranate.switchHandState(); } } }