using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class GunShoot : MonoBehaviour {
public int AmmoCount; //Патронов в обоймах
public int CurAmmo; //Кол-во патроеов
public int Ammo; //Кол-во патронов в 1ой обойме
public int AmmoST;
public int MinusAmmo;
public int MaxAmmo;
public int ForseShoot;
public AudioClip Fire; // Звук выстрела
public float ShootSpeed; // Скорострельность
public float ReloadSpeed; // Скорость Перезарядки
public AudioClip Reload; // Звук перезарядки
public float ReloadTimer = 0.0f; // Время перезарядки(НЕ ТРОГАТЬ|НЕ МЕНЯТЬ)
public float ShootTimer = 0.0f; // Время выстрела(НЕ ТРОГАТЬ|НЕ МЕНЯТЬ
public Transform bullet; // Патрон
public GameObject WEAPON;
public GameObject FireO;
public GameObject tochka;
public Text AmmoCountT;
public Text CurAmmoT;
public bool isShoot;
public bool isReload;
// Use this for initialization
void Start () {
MaxAmmo = AmmoCount;
}
// Update is called once per frame
void Update () {
AmmoCountT.text = "| " + AmmoCount;
CurAmmoT.text = "|| " + CurAmmo;
if (AmmoCount >= AmmoST) {
Ammo = AmmoST;
} else {
Ammo = AmmoCount;
}
MinusAmmo = Ammo - CurAmmo ;
if(isShoot == true & CurAmmo>0 &ReloadTimer<=0 &ShootTimer<=0)
{
Transform BulletInstance = (Transform) Instantiate(bullet, tochka.transform.position, Quaternion.identity);
BulletInstance.GetComponent<Rigidbody>().AddForce(transform.forward * ForseShoot);
CurAmmo = CurAmmo - 1;
GetComponent<AudioSource>().PlayOneShot (Fire);
WEAPON.GetComponent <Animator> ().SetTrigger ("Shoot");
ShootTimer = ShootSpeed;
FireO.SetActive (true);
}
if(ShootTimer>0)
{
ShootTimer -= Time.deltaTime ;
}
if(isReload == true)
{
ReloadTimer = ReloadSpeed;
CurAmmo = Ammo;
WEAPON.GetComponent <Animator> ().SetTrigger ("Reload");
AmmoCount = AmmoCount - MinusAmmo;
GetComponent<AudioSource>().PlayOneShot(Reload);
{
if(ShootTimer>0)
{
ShootTimer -= Time.deltaTime;
}
}
}
if(ReloadTimer>0)
{
ReloadTimer -= Time.deltaTime ;
}
}
}