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replacing guns and knife
I followed a easy tutorial to do an fps game but I need to do things thar are not there. When the game starts, the player has a knife and then I want him to pick up a gun from the floor and throw the knife. I've made scripts for reloading too, and when I pick up the ammo ( with the knife) it also shoots.
I would be very happy if I could get some help because I'm so lost. Thank you and sorry if I made something bad or if this question was answered already.
public class GunFire : MonoBehaviour {
public GameObject Flash;
void Update()
{
if (Input.GetButtonDown("Fire1") && GlobalAmmo.LoadedAmmo >= 1)
{
AudioSource gunsound = GetComponent<AudioSource>();
gunsound.Play();
Flash.SetActive(true);
StartCoroutine(MuzzleOff());
GetComponent<Animation>().Play("GunShot");
GlobalAmmo.LoadedAmmo -= 1;
}
}
IEnumerator MuzzleOff()
{
yield return new WaitForSeconds(0.1f);
Flash.SetActive(false);
}
}
![
``public class PickUp9MM1 : MonoBehaviour {
public float TheDistance = PlayerCasting.DistanceFromTarget;
public GameObject TextDisplay;
public GameObject FloorGun;
public GameObject RealGun;
public GameObject CurrentGun;
public GameObject AmmoDisplay;
public AudioSource PickUpAudio;
void OnMouseOver()
{
if (TheDistance <= 2)
{
TextDisplay.GetComponent<Text> ().text = "Take 9mm Pistol";
}
if (Input.GetButtonDown("Action"))
{
if (TheDistance <= 2)
{
TakeNineMil();
}
}
}
void OnMouseExit()
{
TextDisplay.GetComponent<Text>().text = "";
}
void TakeNineMil()
{
//PickUpAudio.Play();
transform.position = new Vector3(0f, -1000f, 0f);
CurrentGun.SetActive(false);
RealGun.SetActive(true);
Destroy(FloorGun);
//Destroy(FakeGun);
//AmmoDisplay.SetActive(true);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
TheDistance = PlayerCasting.DistanceFromTarget;
}
}][1]
[1]: /storage/temp/156802-project.jpg
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