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- using UnityEngine;
- using UnityEngine.EventSystems;
- using System.Collections;
- namespace PolygonArsenal
- {
- public class PolygonFireProjectile : MonoBehaviour
- {
- RaycastHit hit;
- public GameObject[] projectiles;
- public Transform spawnPosition;
- [HideInInspector]
- public int currentProjectile = 0;
- public float speed = 1000;
- // MyGUI _GUI;
- PolygonButtonScript selectedProjectileButton;
- void Start()
- {
- selectedProjectileButton = GameObject.Find("Button").GetComponent<PolygonButtonScript>();
- }
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.RightArrow))
- {
- nextEffect();
- }
- if (Input.GetKeyDown(KeyCode.D))
- {
- nextEffect();
- }
- if (Input.GetKeyDown(KeyCode.A))
- {
- previousEffect();
- }
- else if (Input.GetKeyDown(KeyCode.LeftArrow))
- {
- previousEffect();
- }
- if (Input.GetKeyDown(KeyCode.Mouse0))
- {
- if (!EventSystem.current.IsPointerOverGameObject())
- {
- if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100f))
- {
- GameObject projectile = Instantiate(projectiles[currentProjectile], spawnPosition.position, Quaternion.identity) as GameObject;
- projectile.transform.LookAt(hit.point);
- projectile.GetComponent<Rigidbody>().AddForce(projectile.transform.forward * speed);
- }
- }
- }
- Debug.DrawRay(Camera.main.ScreenPointToRay(Input.mousePosition).origin, Camera.main.ScreenPointToRay(Input.mousePosition).direction * 100, Color.yellow);
- }
- public void nextEffect()
- {
- if (currentProjectile < projectiles.Length - 1)
- currentProjectile++;
- else
- currentProjectile = 0;
- selectedProjectileButton.getProjectileNames();
- }
- public void previousEffect()
- {
- if (currentProjectile > 0)
- currentProjectile--;
- else
- currentProjectile = projectiles.Length - 1;
- selectedProjectileButton.getProjectileNames();
- }
- public void AdjustSpeed(float newSpeed)
- {
- speed = newSpeed;
- }
- }
- }
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