示例#1
0
        //when the player is shoot with a bullet the sheilds go doen
        //  void  OnCollisionStay(Collision Entity)


        void DecreaseShield()
        {
            shieldPercentage -= 5; //decrement the shields when the shield are hit



            if (shieldPercentage < 0)
            {
                shieldPercentage = 0; //make sure we stay in  the bounds of the number we want
            }
            if (shieldPercentage > 100)
            {
                shieldPercentage = 100; //make sure we stay in  the bounds of the number we want
            }
            ShieldTimer.Reset();        //reset the time to
            ShieldTimer.TurnTimerOn();  //turn the timer back on
        }
 /*! Resets the weapon charge */
 public void ChargerReset()//resets the timer
 {
     IsCharged = false;
     ChargeTimer.Reset();
 }
示例#3
0
        // Update is called once per frame
        void Update()
        {
            AnimatorStateInfo Layer1State = X8Animator.GetCurrentAnimatorStateInfo(1);


            for (int i = 0; i < Bolts.Count; ++i)
            {
                if (Bolts[i].IsTicking == false)             //if the timer is off and hence beyond its age limit
                {
                    RaydraProjectile CurrentBolt = Bolts[i]; //get the instance
                    Bolts.RemoveAt(i);
                    Destroy(CurrentBolt.gameObject);
                }
                else
                {
                    Bolts[i].transform.position += Bolts[i].TravelPath; //move the projecti
                }
            }


            if (Input.GetButton("Shoot"))
            {
                if (X8Animator.GetBool("Shoot") == false)
                {
                    X8Animator.SetBool("Shoot", true);
                }

                ChargeTimer.TurnTimerOn(); //turn on the charge timer
                ChargeTimer.Update();
            }
            else
            {
                X8Animator.SetBool("Shoot", false);
            }

            if (Input.GetButtonUp("Shoot"))
            {
                //fire the weapon upon the release of the the button
                this.ShootWeapon(CameraFocus.transform.position - Camera.main.transform.position);
                if (WeaponCharged == true) //reset the the charged state of the weapon
                {
                    WeaponCharged = false;
                }

                ChargeTimer.Reset(); //reset the charge time
            }

            if (Layer1State.IsName("Shoot"))
            {
                X8Animator.SetLayerWeight(1, 1);//increase the weigt of the layer with the shoot animation
            }
            else
            {
                /// ThePlayer.PlayerAttackState = AttackMode.NotFiringAbility;
                X8Animator.SetLayerWeight(1, 0);
                if (this.WeaponFired == true)
                {
                    this.WeaponFired = false;
                }
            }
        }
示例#4
0
 /*!resets the shoot timer*/
 public void ResetShootTimer()
 {
     ShootTimer.Reset();
 }