When I try to run my code, this error keeps appearing on the first 3 lines:
The namespace ‘’ already contains a definition for ‘gunTypes’.
The entire code is 805 lines long and I cannot understand the error… O.o
//Gun Types
enum gunTypes {gun, launcher, sustained, melee}
var gunType = gunTypes.gun;
//Launcher-Specific Variables
var projectile : Rigidbody;
var initialSpeed = 20.0;
var projectileCount : int = 1;
var launchPosition : GameObject;
//Gun-Specific Variables
var range = 100.0;
var force = 10.0;
var damage = 5.0;
var shotCount : int = 6;
var burstFire : boolean = false;
var burstCount : int = 1;
var burstTime : float = .5;
var penetrateVal : int = 1;
//Sustained Fire (Laser) Specific Variables
var damagePerSecond : float;
var ammoPerSecond : float;
var laserRange : float;
var laserGFX : GameObject;
static var takingOut : boolean = false;
//Sustained Fire and Gun shared variables
var kickbackZ : float = 0;
private var startKickback : boolean = false;
//General Variables
private var hitParticles : ParticleEmitter;
var ammoPerClip : int = 40;
var clips : int = 20;
var maxClips : int = 20;
var reloadTime = 0.5;
var reloadInTime = 0.5;
var reloadOutTime = 0.5;
var muzzleFlash : Renderer;
var waitforReload = 0.00;
var gunActive : boolean = false;
var infiniteAmmo : boolean = false;
var reloading : boolean = false;
var ammoLeft : float = 0;
var nextFireTime = 0.0;
private var m_LastFrameShot = -1;
private var muzzleFlashOn : boolean = false;
private var mainCam : GameObject;
private var weaponCam : GameObject;
var kickbackAngle : float;
var isPrimaryWeapon : boolean = true;
private var primaryWeapon : gunscript;
var secondaryWeapon : gunscript;
var secondaryActive : boolean = false;
var secondaryInterrupt : boolean = false;
var secondaryFire : boolean = false;
enum ammoTypes {byClip, byBullet}
var ammoType : ammoTypes = ammoTypes.byClip;
var shellEjection : boolean = false;
var ejectorPosition : GameObject;
var shell : GameObject;
//Variables shared between launcher and Gun
var fireRate = 0.05;
static var crosshairSpread : float;
private var shotSpread : float;
private var actualSpread : float;
var standardSpread = .1;
private var spreadRate = .05;
var maxSpread = .25;
var crouchSpreadModifier = .7;
var moveSpreadModifier = 1.5;
var standardSpreadRate = .05;
var aimSpreadRate = .01;
var aimSpread = .01;
var spDecRate = .05;
var autoFire : boolean;
var fireAnim : boolean = false;
var progressiveReload : boolean = false;
private var progressiveReloading : boolean = false;
private var pReloadTime : float = 0;
var delay : float = 0;
private var inDelay : boolean = false;
var hitBox : boolean = false;
//Ammo Sharing
var sharesAmmo : boolean = false;
var shareLoadedAmmo : boolean = false;
var ammoSetUsed : int = 0;
var managerObject : GameObject;
managerObject = GameObject.FindWithTag("Manager");
//Sway
var swayFactor : Vector3;
private var walkSway1 : Vector3;
private var walkSway2 : Vector3;
private var swayTarget : int = 1;
var swayRate : float = .5;
private var player : GameObject;
private var startPosition : Vector3;
private var areSprinting : boolean = false;
var aim : boolean = false;
var aim1 : aimmode;
function aiming () {
shotSpread = aimSpread;
spreadRate = aimSpreadRate;
if(FPSWalkerDB.crouching)
crouching();
if(FPSWalkerDB.walking)
walking();
}
function crouching () {
shotSpread *= crouchSpreadModifier;
spreadRate *= crouchSpreadModifier;
}
function walking () {
shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread);
spreadRate *= moveSpreadModifier;
}
function stopWalking () {
spreadRate = standardSpreadRate;
if(shotSpread < standardSpread)
shotSpread = standardSpread;
if(GetComponentInChildren(aimmode).aiming){
spreadRate = aimSpreadRate;
shotSpread = aimSpread;
}
if(shotSpread > maxSpread)
shotSpread = maxSpread;
}
function stopAiming () {
shotSpread = standardSpread;
spreadRate = standardSpreadRate;
if(FPSWalkerDB.crouching){
crouching();
}
if(FPSWalkerDB.walking)
walking();
}
function Cooldown () {
if(FPSWalkerDB.crouching && FPSWalkerDB.walking && shotSpread > standardSpread*crouchSpreadModifier*moveSpreadModifier){
shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier*moveSpreadModifier, shotSpread - spDecRate);
} else if(FPSWalkerDB.crouching && shotSpread > standardSpread*crouchSpreadModifier){
shotSpread = Mathf.Max(standardSpread*crouchSpreadModifier, shotSpread - spDecRate);
} else if(FPSWalkerDB.walking && shotSpread > standardSpread*moveSpreadModifier){
shotSpread = Mathf.Max(standardSpread*moveSpreadModifier, shotSpread - spDecRate);
} else if(shotSpread > standardSpread && !FPSWalkerDB.walking && !FPSWalkerDB.crouching){
shotSpread = Mathf.Max(standardSpread, shotSpread - spDecRate);
}
if(laserGFX != null){
laserGFX.active = false;
if (audio) {
audio.Stop();
}
}
}
function Start () {
aim1 = GetComponentInChildren(aimmode);
inDelay = false;
hitBox = false;
if(sharesAmmo){
clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
}
if(!isPrimaryWeapon){
gunActive = false;
var wpns = new Array();
wpns = this.GetComponents(gunscript);
for(var p : int = 0; p < wpns.length; p++){
if(wpns[p].isPrimaryWeapon){
primaryWeapon = wpns[p];
}
}
}
if(laserGFX != null)
laserGFX.active = false;
hitParticles = GetComponentInChildren(ParticleEmitter);
shotSpread = standardSpread;
spreadRate = standardSpreadRate;
// We don't want to emit particles all the time, only when we hit something.
if (hitParticles)
hitParticles.emit = false;
ammoLeft = ammoPerClip;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
player = GameObject.FindWithTag("Player");
controller = player.GetComponent(Rigidbody);
defineSwayPoints();
startPosition = transform.localPosition;
muzzleFlash.enabled = false;
mainCam = GameObject.FindWithTag("MainCamera");
weaponCam = GameObject.FindWithTag("WeaponCamera");
}
function Update () {
if(progressiveReloading){
if(ammoLeft < ammoPerClip){
if(Time.time > pReloadTime){
BroadcastMessage("ReloadAnim", reloadTime);
pReloadTime = Time.time + reloadTime;
ammoLeft++;
clips--;
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
}
} else if(Time.time > pReloadTime) {
progressiveReloading = false;
BroadcastMessage("ReloadOut", reloadOutTime);
reloading=false;
if(aim)
aim1.aim = true;
aim1.canSwitchWeaponAim = true;
ApplyToSharedAmmo();
}
}
if(actualSpread != shotSpread){
actualSpread += (shotSpread-actualSpread)*Time.deltaTime*16;
}
if(gunActive){
if(!playerweapons.autoFire && autoFire){
SendMessageUpwards("FullAuto");
}
if(playerweapons.autoFire && !autoFire){
SendMessageUpwards("SemiAuto");
}
}
}
function LateUpdate() {
if(shotSpread > maxSpread)
shotSpread = maxSpread;
if(gunActive)
crosshairSpread = actualSpread*180/mainCam.camera.fieldOfView*Screen.height;
if(!gunActive || reloading){
if(laserGFX != null){
laserGFX.active = false;
if (audio) {
audio.Stop();
}
}
}
if(Input.GetKeyDown("q") && secondaryWeapon != null){
if(!secondaryWeapon.gunActive){
activateSecondary();
} else if(secondaryWeapon.gunActive){
activatePrimary();
}
}
if(FPSWalkerDB.walking){
walkSway();
} else {
resetPosition();
}
if (muzzleFlash && muzzleFlashOn) {
// We shot this frame, enable the muzzle flash
var scoped : boolean = transform.Find("AimObject").GetComponent(aimmode).inScope;
if (m_LastFrameShot == Time.frameCount) {
if(!scoped)
muzzleFlash.enabled = true;
if (audio) {
audio.Play();
audio.loop = true;
}
} else {
// We didn't, disable the muzzle flash
muzzleFlash.enabled = false;
muzzleFlashOn = false;
// Play sound
if (audio){
audio.loop = false;
}
}
}
}
function FireAlt () {
if(!isPrimaryWeapon){
AlignToSharedAmmo();
gunActive = true;
Fire();
gunActive = false;
}
}
function AlignToSharedAmmo () {
if(sharesAmmo){
clips = managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed];
maxClips = managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed];
infiniteAmmo = managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed];
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
}
}
function ApplyToSharedAmmo () {
if(sharesAmmo){
managerObject.GetComponent(AmmoManager).clipsArray[ammoSetUsed] = clips;
managerObject.GetComponent(AmmoManager).maxClipsArray[ammoSetUsed] = maxClips;
managerObject.GetComponent(AmmoManager).infiniteArray[ammoSetUsed] = infiniteAmmo;
}
}
function Fire2 () {
if(isPrimaryWeapon && secondaryWeapon != null && gunActive && secondaryWeapon.secondaryFire){
ApplyToSharedAmmo();
secondaryWeapon.FireAlt();
}
}
function Fire () {
if (!gunActive || areSprinting || inDelay)
return;
if(progressiveReloading){
progressiveReloading = false;
reloading = false;
if(aim)
aim1.aim = true;
aim1.canSwitchWeaponAim = true;
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){
secondaryWeapon.reloading = false;
} else if(secondaryFire &&!secondaryInterrupt && !isPrimaryWeapon){
primaryWeapon.reloading = false;
}
}
var b : int = 1; //variable to control burst fire
if ((ammoLeft <= 0) || ( nextFireTime > Time.time ) || !gunActive || reloading){
if(ammoLeft <=0){
Reload();
}
return;
}
hitBox = true;
if(gunType != gunTypes.sustained){
if(burstFire){
b = burstCount;
} else {
b = 1;
}
for(var i=0; i<b; i++){
if(ammoLeft > 0){
FireShot();
ammoLeft--;
if(fireRate<delay){
nextFireTime = Time.time+delay;
} else {
nextFireTime = Time.time+fireRate;
}
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){
if(fireRate<delay){
secondaryWeapon.nextFireTime = Time.time+delay;
} else {
secondaryWeapon.nextFireTime = Time.time+fireRate;
}
} else if(secondaryFire && !secondaryInterrupt && !isPrimaryWeapon){
if(fireRate<delay){
primaryWeapon.nextFireTime = Time.time+delay;
} else {
primaryWeapon.nextFireTime = Time.time+fireRate;
}
}
if(burstFire && i < (b-1)){
if(burstTime/burstCount<delay){
yield new WaitForSeconds(delay);
} else {
yield new WaitForSeconds(burstTime/burstCount);
}
}
}
}
} else {
FireLaser();
var APS : float = ammoPerSecond*Time.deltaTime;
ammoLeft -= APS;
}
ApplyToSharedAmmo();
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);
if (ammoLeft <= 0){
if(fireRate<delay){
yield new WaitForSeconds(delay);
} else {
yield new WaitForSeconds(fireRate);
}
Reload();
}
}
function FireShot () {
if(isPrimaryWeapon){
if(fireAnim && !autoFire && !burstFire){
BroadcastMessage("singleFireAnim", fireRate);
} else {
BroadcastMessage("FireAnim");
}
} else {
if(fireAnim && !autoFire && !burstFire){
BroadcastMessage("singleSecFireAnim", fireRate);
} else {
BroadcastMessage("SecondaryFireAnim");
}
}
if(shellEjection && !this.GetComponentInChildren(aimmode).inScope)
ejectShell();
if(gunType == gunTypes.gun || gunType == gunTypes.melee){
inDelay = true;
yield new WaitForSeconds(delay);
inDelay = false;
for (var i=0; i<shotCount; i++) {
FireOneBullet();
Kickback();
}
} else if (gunType == gunTypes.launcher){
inDelay = true;
yield new WaitForSeconds(delay);
inDelay = false;
for (var p=0; p<projectileCount; p++) {
FireOneProjectile();
}
}
m_LastFrameShot = Time.frameCount;
muzzleFlashOn = true;
if(shotSpread < maxSpread)
shotSpread = shotSpread + spreadRate;
hitBox = false;
}
function FireLaser () {
var layerMask = 1 << 8;
layerMask = ~layerMask;
var hit : RaycastHit;
var direction = transform.TransformDirection(Vector3(0,0,1));
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, laserRange, layerMask)) {
// Apply a force to the rigidbody we hit information
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal);
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
// Place the particle system for spawing out of place where we hit the surface!
// And spawn a couple of particles
if (hitParticles) {
hitParticles.transform.position = hit.point;
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
hitParticles.Emit();
}
// Send a damage message to the hit object
hit.collider.SendMessageUpwards("ApplyDamage", damagePerSecond*Time.deltaTime, SendMessageOptions.DontRequireReceiver);
hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);
//And send a message to the DecalManager
hit.collider.SendMessageUpwards("ApplyLaserDecal", hitInfo, SendMessageOptions.DontRequireReceiver);
}
if(laserGFX != null){
laserGFX.active = true;
laserGFX.GetComponent(LineRenderer).enabled = true;
if (audio && !audio.isPlaying) {
audio.loop = true;
audio.Play();
}
var laserPoint = Vector3(0,0, Mathf.Abs(Vector3.Distance(laserGFX.transform.position , hit.point) + 1));
laserGFX.GetComponent(LineRenderer).SetPosition(1 , laserPoint);
}
Kickback();
}
function FireOneProjectile () {
//if(isPrimaryWeapon){
// BroadcastMessage("FireAnim");
//} else {
// BroadcastMessage("SecondaryFireAnim");
//}
var direction = SprayDirection();
if(launchPosition != null){
var instantiatedProjectile1 : Rigidbody = Instantiate (projectile, launchPosition.transform.position, mainCam.transform.rotation);
} else {
var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, mainCam.transform.rotation);
}
if(launchPosition != null){
instantiatedProjectile1.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
Physics.IgnoreCollision(instantiatedProjectile1.collider, transform.root.collider);
Physics.IgnoreCollision(instantiatedProjectile1.collider, gameObject.FindWithTag("Player").transform.root.collider);
} else {
instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));
Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
Physics.IgnoreCollision(instantiatedProjectile.collider, gameObject.FindWithTag("Player").transform.collider);
}
Kickback();
}
function FireOneBullet () {
var penetrate : boolean = true;
var pVal : int = penetrateVal;
var layerMask = 1<<8 + 1<<2;
layerMask = ~layerMask;
var hits : RaycastHit[];
var direction = SprayDirection();
hits = Physics.RaycastAll (transform.position, direction, range, layerMask);
System.Array.Sort(hits, Comparison);
// Did we hit anything?
for (var i=0;i<hits.length;i++){
var hit : RaycastHit = hits*;*
var BP : BulletPenetration = hit.transform.GetComponent(“BulletPenetration”);
if(penetrate){
-
if(BP == null){*
-
penetrate = false;*
-
} else {*
-
if(pVal < BP.penetrateValue){*
-
penetrate = false;*
-
} else {*
-
pVal -= BP.penetrateValue;*
-
} *
-
}*
-
//The DecalManager needs two bits of information*
-
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);*
-
var hitInfo = new Array(hit.point, hitRotation, hit.transform, hit.normal);*
-
// Apply a force to the rigidbody we hit*
-
if (hit.rigidbody)*
_ hit.rigidbody.AddForceAtPosition(force * direction, hit.point);_
-
// Place the particle system for spawing out of place where we hit the surface!*
-
// And spawn a couple of particles*
-
if (hitParticles) {*
-
hitParticles.transform.position = hit.point;*
-
hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);*
-
hitParticles.Emit();*
-
}*
*// // Send a damage message to the hit object *
-
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);*
-
hit.collider.SendMessageUpwards("accuracy", SendMessageOptions.DontRequireReceiver);*
-
//And send a message to the decal manager*
-
hit.collider.SendMessageUpwards("ApplyDecal", hitInfo, SendMessageOptions.DontRequireReceiver);*
-
}*
-
}*
}
function Comparison(x : RaycastHit, y : RaycastHit) : int {
var xDistance = x.distance;
var yDistance = y.distance;
return xDistance - yDistance;
}
function SprayDirection() {
_ var vx = (1 - 2 * Random.value) * actualSpread;_
_ var vy = (1 - 2 * Random.value) * actualSpread;_
- var vz = 1.0;*
- return mainCam.transform.TransformDirection(Vector3(vx,vy,vz));*
}
function Reload () {
-
if(ammoLeft >= ammoPerClip || clips <= 0 || !gunActive){*
-
return;*
-
}*
-
if(progressiveReload){*
-
ProgReload();*
-
return;*
-
}*
-
if(!reloading){*
-
//if ((ammoType == ammoTypes.byClip && ammoLeft < ammoPerClip && clips > 0 && gunActive) || (ammoType == ammoTypes.byBullet && ammoLeft < ammoPerClip && clips > 0 && gunActive)){*
-
aim1.canSwitchWeaponAim = false;*
-
if(aim1.aim){*
-
aim1.aim = false;*
-
aim = true;*
-
}*
-
reloading=true;*
-
if(secondaryWeapon != null){*
-
secondaryWeapon.reloading = true;*
-
} else if(!isPrimaryWeapon){*
-
primaryWeapon.reloading = true;*
-
}*
-
yield WaitForSeconds(waitforReload);*
-
if(isPrimaryWeapon){*
-
BroadcastMessage("ReloadAnim", reloadTime);*
-
} else {*
-
BroadcastMessage("SecondaryReloadAnim", reloadTime);*
-
} *
-
// Wait for reload time first - then add more bullets!*
-
yield WaitForSeconds(reloadTime);*
-
reloading = false;*
-
if(secondaryWeapon != null){*
-
secondaryWeapon.reloading = false;*
-
} else if(!isPrimaryWeapon){*
-
primaryWeapon.reloading = false;*
-
}*
-
// We have a clip left reload*
-
if(ammoType == ammoTypes.byClip){*
-
if (clips > 0) {*
-
if(!infiniteAmmo)*
-
clips--;*
-
ammoLeft = ammoPerClip;*
-
}*
-
} else if (ammoType == ammoTypes.byBullet){*
-
if(clips > 0){*
-
if(clips > ammoPerClip){*
-
clips -= ammoPerClip - ammoLeft;*
-
ammoLeft = ammoPerClip;*
-
} else {*
-
ammoVal = Mathf.Clamp(ammoPerClip, clips, ammoLeft+clips);*
-
clips -= (ammoVal - ammoLeft);*
-
ammoLeft = ammoVal;*
-
}*
-
} *
-
}*
-
if(aim)*
-
aim1.aim = true;*
-
aim1.canSwitchWeaponAim = true;*
-
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);*
-
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);*
-
//}*
-
ApplyToSharedAmmo();*
-
}*
}
function ProgReload (){ -
if(reloading)*
-
return;*
-
aim1.canSwitchWeaponAim = false;*
-
if(aim1.aim){*
-
aim1.aim = false;*
-
aim = true;*
-
}*
-
BroadcastMessage(“ReloadIn”, reloadInTime);*
-
yield WaitForSeconds(reloadInTime);*
-
progressiveReloading = true;*
-
reloading=true;*
-
if(secondaryWeapon != null && secondaryWeapon.secondaryFire && !secondaryWeapon.secondaryInterrupt){*
-
secondaryWeapon.reloading = true;*
-
} else if(secondaryFire && !secondaryInterrupt && !isPrimaryWeapon){*
-
primaryWeapon.reloading = false;*
-
}*
}
function GetBulletsLeft () {
-
return ammoLeft;*
}
*function selectWeapon () { * -
AlignToSharedAmmo();*
-
var aim1 : aimmode = GetComponentInChildren(aimmode);*
-
if(!isPrimaryWeapon)*
-
return;*
-
var gos = GetComponentsInChildren(Renderer);*
-
for( var go : Renderer in gos){*
-
if (go.name != "muzzle_flash")*
-
go.enabled=true;*
-
}*
-
if(secondaryWeapon != null){*
-
secondaryWeapon.gunActive = false;*
-
secondaryWeapon.secondaryActive = false;*
-
BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);*
-
}*
-
if(!takingOut && !gunActive){*
-
aim1.canSwitchWeaponAim = false;*
-
BroadcastMessage("TakeOutAnim");*
-
takingOut = true;*
-
// gunActive=false;*
-
yield WaitForSeconds(.6);*
-
gunActive=true;*
-
takingOut = false;*
-
aim1.canSwitchWeaponAim = true;*
-
}*
}
function deselectWeapon () {
-
gunActive=false;*
-
var gos = GetComponentsInChildren(Renderer);*
-
for( var go : Renderer in gos){*
-
go.enabled=false;*
-
}*
}function walkSway () {
-
if(swayTarget == 1){ *
-
if (Vector3.Distance(transform.localPosition, walkSway1) >= .01){*
-
curVect= walkSway1 - transform.localPosition;*
_ transform.Translate(curVectTime.deltaTimeswayRate*player.GetComponent(“FPSWalkerDB”).speed,Space.Self);_
-
} else {*
-
swayTarget = 2;*
-
}*
-
} else if(swayTarget == 2) {*
-
if (Vector3.Distance(transform.localPosition, walkSway2) >= .01){*
-
curVect= walkSway2 - transform.localPosition;*
_ transform.Translate(curVectTime.deltaTimeswayRate*player.GetComponent(“FPSWalkerDB”).speed,Space.Self);_
-
} else {*
-
swayTarget = 1;*
-
}*
-
}*
}
function defineSwayPoints () {
- walkSway1 = transform.localPosition + swayFactor;*
- walkSway2 = transform.localPosition - swayFactor;*
}
function resetPosition () {
-
if (transform.localPosition != startPosition){*
-
curVect= startPosition - transform.localPosition;*
_ transform.Translate(curVectTime.deltaTime2,Space.Self);_
-
}*
}
function sprinting () {
-
areSprinting = true;*
}
function normalSpeed () { -
areSprinting = false;*
-
if(secondaryWeapon != null){*
-
if(isPrimaryWeapon && secondaryWeapon.secondaryActive)*
-
return;*
-
}*
-
if(!isPrimaryWeapon && !secondaryActive)*
-
return;*
-
gunActive = true;*
}
function Kickback () { -
mainCam.GetComponent(“MouseLook”).offsetY = kickbackAngle;*
-
weaponCam.GetComponent(“MouseLook”).offsetY = kickbackAngle;*
}
function KickbackZ () {
- startKickback = true;*
- walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z - kickbackZ));*
- walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z - kickbackZ));*
- startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z - kickbackZ));*
}
function ceaseFiring () {
-
walkSway1 = Vector3( walkSway1.x, walkSway1.y, (walkSway1.z + kickbackZ));*
-
walkSway2 = Vector3( walkSway2.x, walkSway2.y, (walkSway2.z + kickbackZ));*
-
startPosition = Vector3( startPosition.x, startPosition.y, (startPosition.z + kickbackZ));*
-
startKickback = false;*
}
function activateSecondary () { -
if(secondaryWeapon == null || secondaryWeapon.secondaryFire)*
-
return;*
-
AlignToSharedAmmo();*
-
if(gunActive){*
-
gunActive = false;*
-
secondaryWeapon.gunActive = true;*
-
secondaryWeapon.secondaryActive = true;*
-
SendMessage("updateAmmo", secondaryWeapon.ammoLeft, SendMessageOptions.DontRequireReceiver);*
-
SendMessage("updateClips", secondaryWeapon.clips, SendMessageOptions.DontRequireReceiver);*
-
BroadcastMessage("aimSecondary", SendMessageOptions.DontRequireReceiver);*
-
}*
}
function activatePrimary () { -
AlignToSharedAmmo();*
-
if(!gunActive){*
-
gunActive = true;*
-
secondaryWeapon.gunActive = false;*
-
secondaryWeapon.secondaryActive = false;*
-
SendMessage("updateAmmo", ammoLeft, SendMessageOptions.DontRequireReceiver);*
-
SendMessage("updateClips", clips, SendMessageOptions.DontRequireReceiver);*
-
BroadcastMessage("aimPrimary", SendMessageOptions.DontRequireReceiver);*
-
}*
}
function ejectShell () { -
var instantiatedProjectile1 = Instantiate (shell, ejectorPosition.transform.position, ejectorPosition.transform.rotation);*
-
instantiatedProjectile1.transform.parent = ejectorPosition.transform;*
}
Please help…