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Where can a unit appear in a variable back?
The Clip variable returns its value. how to exclude it?
using UnityEngine;
using System.Collections;
using System;
public class Shooting : MonoBehaviour {
public Transform bullet;
public GUISkin MySkin;
public int BulletForce = 5000;
public static int AmmoCount = 30;
public int ammo;
public int MaxAmmoCount = 30;
public int Clip;
public static int Cli;
public int MaxClip = 9;
public AudioClip Fire;
public AudioClip Reload;
public AudioClip Discharge;
public int AmmoBoxWidth = 200;
public int AmmoBoxHeight = 100;
public float ReloadTimer = 1f;
void Start () {
}
void Update()
{
ammo = AmmoCount;
Clip = SaveSystem.Clipp;
Clip = Clip1.clip1 + Clip2.clip2 + Clip3.clip3 + Clip4.clip4 + Clip5.clip5 + Clip6.clip6 + Clip7.clip7 + Clip8.clip8 + Clip9.clip9 + Clip10.clip10 + Clip11.clip11 + Clip12.clip12 + Clip13.clip13 + Clip14.clip14 + Clip15.clip15 + Clip16.clip16 + Clip17.clip17 + Clip18.clip18 + Clip19.clip19 + Clip20.clip20 + Clip21.clip21 + Clip22.clip22 + Clip23.clip23 + Clip24.clip24 + Clip25.clip25 + Clip26.clip26 + Clip27.clip27 + Clip28.clip28 + Clip29.clip29 + Clip30.clip30 + Clip31.clip31 + Clip32.clip32 + Clip33.clip33 + Clip34.clip34 + Clip35.clip35 + Clip36.clip36 + Clip37.clip37 + Clip38.clip38 + Clip39.clip39 + Clip40.clip40 + Clip41.clip41 + Clip42.clip42 + Clip43.clip43 + Clip44.clip44 + Clip45.clip45 + Clip46.clip46 + Clip47.clip47 + Clip48.clip48 + Clip49.clip49 + Clip50.clip50 + Clip51.clip51 + Clip52.clip52 + Clip53.clip53 + Clip54.clip54 + Clip55.clip55 + Clip56.clip56 + Clip57.clip57 + Clip58.clip58 + Clip59.clip59 + Clip60.clip60 + Clip61.clip61 + Clip62.clip62 + Clip63.clip63 + Clip64.clip64 + Clip65.clip65 + Clip66.clip66 + Clip67.clip67 + Clip68.clip68 + Clip69.clip69 + Clip70.clip70 + Clip71.clip71 + Clip72.clip72 + Clip73.clip73 + Clip74.clip74 + Clip75.clip75 + Clip76.clip76 + Clip77.clip77 + Clip78.clip78 + Clip79.clip79 + Clip80.clip80 + Clip81.clip81;
Cli = Clip;
if (Input.GetMouseButtonDown(0) & SaveSystem.Ammo > 0 & ReloadTimer <= 0)
{
Shoot();
}
if (Input.GetButtonDown("Reload Weapon") && Clip > 0)
{
ReloadTimer = 1.0f;
Clip = Clip - 1;
SaveSystem.Ammo = 30;
GetComponent<AudioSource>().PlayOneShot(Reload);
}
if (Clip > MaxClip)
{
Clip = MaxClip;
}
if (Input.GetButtonDown("Discharge Weapon"))
{
SaveSystem.Ammo = 0;
GetComponent<AudioSource>().PlayOneShot(Discharge);
}
if (ReloadTimer>0.0f)
{
ReloadTimer -= Time.deltaTime;
}
}
void Shoot()
{
SaveSystem.Ammo = AmmoCount;
Transform BulletInstance = (Transform)Instantiate(bullet, GameObject.Find("BulletSpawnPoint").transform.position, Quaternion.identity);
BulletInstance.GetComponent<Rigidbody>().AddForce(transform.forward * BulletForce);
SaveSystem.Ammo = SaveSystem.Ammo - 1;
GetComponent<AudioSource>().PlayOneShot(Fire);
}
void OnGUI()
{
GUI.skin = MySkin;
GUI.Box(new Rect(Screen.width - AmmoBoxWidth, 0, AmmoBoxWidth, AmmoBoxHeight), "Патронов: " + SaveSystem.Ammo + "/" + MaxAmmoCount);
GUI.Label(new Rect(Screen.width - AmmoBoxWidth, 0, AmmoBoxWidth, AmmoBoxHeight), "Обойм: " + Clip + "/" + MaxClip);
}
}
using UnityEngine;
public class SaveSystem : MonoBehaviour {
public Transform TransformPos;
public static int Count = 0;
public static int Ammo = 30;
public static int Clipp = 0;
public void Update()
{
ScoreControl.score = Count;
Shooting.AmmoCount = Ammo;
Shooting.Cli = Clipp;
}
public void SaveSlot1()
{
{
var x = transform.position.x;
var y = transform.position.y;
var z = transform.position.z;
PlayerPrefs.SetFloat("PosX1", x);
PlayerPrefs.SetFloat("PosY1", y);
PlayerPrefs.SetFloat("PosZ1", z);
PlayerPrefs.SetInt("Count1", Count);
PlayerPrefs.SetInt("Ammo1", Ammo);
PlayerPrefs.SetInt("Clip1", Clipp);
print("Data 1 save");
}
}
public void SaveSlot2()
{
{
var x = transform.position.x;
var y = transform.position.y;
var z = transform.position.z;
PlayerPrefs.SetFloat("PosX2", x);
PlayerPrefs.SetFloat("PosY2", y);
PlayerPrefs.SetFloat("PosZ2", z);
PlayerPrefs.SetInt("Count2", Count);
PlayerPrefs.SetInt("Ammo2", Ammo);
PlayerPrefs.SetInt("Clip2", Clipp);
print("Data 2 save");
}
}
public void SaveSlot3()
{
{
var x = transform.position.x;
var y = transform.position.y;
var z = transform.position.z;
PlayerPrefs.SetFloat("PosX3", x);
PlayerPrefs.SetFloat("PosY3", y);
PlayerPrefs.SetFloat("PosZ3", z);
PlayerPrefs.SetInt("Count3", Count);
PlayerPrefs.SetInt("Ammo3", Ammo);
PlayerPrefs.SetInt("Clip3", Clipp);
print("Data 3 save");
}
}
public void LoadSlot1()
{
{
transform.position = new Vector3(PlayerPrefs.GetFloat("PosX1"), PlayerPrefs.GetFloat("PosY1"), PlayerPrefs.GetFloat("PosZ1"));
Count = PlayerPrefs.GetInt("Count1");
Ammo = PlayerPrefs.GetInt("Ammo1");
Clipp = PlayerPrefs.GetInt("Clip1");
print("Data 2 load");
}
}
public void LoadSlot2()
{
{
transform.position = new Vector3(PlayerPrefs.GetFloat("PosX2"), PlayerPrefs.GetFloat("PosY2"), PlayerPrefs.GetFloat("PosZ2"));
Count = PlayerPrefs.GetInt("Count2");
Ammo = PlayerPrefs.GetInt("Ammo2");
Clipp = PlayerPrefs.GetInt("Clip2");
print("Data 2 load");
}
}
public void LoadSlot3()
{
{
transform.position = new Vector3(PlayerPrefs.GetFloat("PosX3"), PlayerPrefs.GetFloat("PosY3"), PlayerPrefs.GetFloat("PosZ3"));
Count = PlayerPrefs.GetInt("Count3");
Ammo = PlayerPrefs.GetInt("Ammo3");
Clipp = PlayerPrefs.GetInt("Clip3");
print("Data 3 load");
}
}
}
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if (Input.GetButtonDown("Reload Weapon") && Clip > 0) in this condition
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