#pragma strict
var noSpell : GameObject ;
var iceBallPrefab : GameObject;
var fireBallPrefab: GameObject;
var shootSpeed: float;
private var spell: GameObject;
static var buttonDown : boolean = true;
//dadvar time : int = 2;
function Start () {
spell = fireBallPrefab;
}
function Update () {
if (Input.GetKeyDown(KeyCode.Alpha1)){
Spell_ice(iceBallPrefab);
}
if( Input.GetKeyDown( KeyCode.Alpha2 ) ) {
Spell_fire(fireBallPrefab);
}
}
/* if( Input.GetKeyUp(KeyCode.Alpha2) ) {
if( Input.GetButtonDown(“Fire1”) ) {
Destroy(iceBallPrefab);
spell = fireBallPrefab;
var fire_ball : GameObject = Instantiate( fireBallPrefab, transform.position, transform.rotation );
fire_ball.rigidbody.AddForce(transform.forward * shootSpeed);
}
}
}
if(Input.GetButtonDown(“Fire1”)) {
Destroy(fireBallPrefab);
spell = iceBallPrefab;
var ice_ball : GameObject = Instantiate( iceBallPrefab, transform.position, transform.rotation );
ice_ball.rigidbody.AddForce(transform.forward * shootSpeed);
}
*/
function Spell_ice(iceBallPrefab) {
if( Input.GetButtonDown(“Fire1”) ) {
Destroy(noSpell);
var ice_ball : GameObject = Instantiate( iceBallPrefab, transform.position, transform.rotation ) ;
ice_ball.rigidbody.AddForce( transform.forward * shootSpeed ) ;
}
}
function Spell_fire (fireBallPrefab) {
if( Input.GetButtonDown(“Fire1”)) {
Destroy(noSpell);
var fire_ball : GameObject = Instantiate (fireBallPrefab, transform.position, transform.rotation ) ;
fire_ball.rigidbody.AddForce( transform.forward * shootSpeed ) ;
}
}
Here’s my code. Basically, what I intend to do is if I hit number 1, the spell will be ice_ball, if I hit number 2 on the keyboard, it switches to fire_ball spell. Right now, it switches, but I can’t fire it at my will. I have to hit the number key and the left mouse button at the same time to fire the spell. Please help!