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how to make my gun not fire while paused

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i tried to make my gun not fire while the game is paused becasue the gun fires by using update to detect a mouse click but its not working here is my code: using System.Collections; using UnityEngine; public class gunfire : MonoBehaviour { public Transform chargeSpawn; public GameObject bubble; public GameObject growingBubble; public float growRate = 0.025f; public float damage; public int damageModifier = 2; PauseMenu pausemenu; public Transform spawnpoint; public bool isGrowing = false; IEnumerator growCoroutine; void Start() { growCoroutine = growCor(); } public void firePause(PauseMenu pausemenu) { this.pausemenu = pausemenu; } private void Update() { if (Input.GetMouseButtonDown(0)) { if (pausemenu.gameIsPaused == false) { } else { growingBubble = Instantiate(bubble, spawnpoint.position, spawnpoint.rotation); growStart(); } } if (Input.GetMouseButtonUp(0)) { growStop(); bubble.transform.localScale = new Vector3(1f, 1f, 1f); } } IEnumerator growCor() { while (isGrowing) { growingBubble.transform.localScale += Vector3.one * growRate; growingBubble.transform.position = spawnpoint.position; var radius = growingBubble.transform.localScale.y; if (radius >= 4) { growStop(); } yield return null; } } void growStart() { if (!isGrowing) { isGrowing = true; StartCoroutine(growCoroutine); } } void growStop() { if (isGrowing) { StopCoroutine(growCoroutine); isGrowing = false; Vector3 explosionPos = growingBubble.transform.position; var radius = growingBubble.transform.localScale.y; float speed = ((400 / radius)); damage = (damageModifier*radius); Rigidbody projectile = growingBubble.GetComponent(); projectile.velocity = transform.TransformDirection(new Vector3(speed, 0, 0)); projectile.AddExplosionForce(5f, explosionPos, 5f, 0f); } } void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Projectile") { Physics.IgnoreCollision(growingBubble.GetComponent(), growingBubble.GetComponent()); } } } does anyone see what is wrong or have a better idea

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