// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); rb = GetComponent <Rigidbody2D>(); bc = GetComponent <BoxCollider2D>(); knife = new BasicKnife("Advanced Dagger", 100, .6f, "dagger 2"); inHands = knife; weaponSlot = transform.GetChild(0).gameObject; weaponSlotLocation = weaponSlot.transform.localPosition; weaponSlot.GetComponent <SpriteRenderer>().sprite = inHands.icon; weaponSlot.GetComponent <SpriteRenderer> ().sortingLayerName = "Weapons"; }
// Use this for initialization void Start() { float randomRange = Random.Range(0.0f, 1.0f); //constructor for new items (nameOf, damage, attackSpeed, spriteName) basicPistol = new BasicPistol(); basicKnife = new BasicKnife(); advancedKnife = new BasicKnife("Advanced Dagger", 100, .6f, "dagger 2"); shitAxe = new BasicKnife("Shitty Axe", 35, .3f, "ShitAxe"); advancedPistol = new BasicPistol("Advanced Pistol", 200, .1f, 1000f, 20, "gun 2"); pickupAudio = Resources.Load <AudioClip>("Audio/Basic Reload"); if (spawnKnife && spawnGun) { if (randomRange < 0.5f) { spawnedWeapon = basicPistol; } else if (randomRange >= .5f) { spawnedWeapon = advancedKnife; } //this will rotate guns appropriately every time if (spawnedWeapon.type == 1) { gameObject.transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, -90); } } else if (spawnKnife) { spawnedWeapon = advancedKnife; } else if (spawnGun) { spawnedWeapon = advancedPistol; } else { if (randomRange < 0.25f) { spawnedWeapon = basicPistol; } else if (randomRange >= 0.25f && randomRange < .5f) { spawnedWeapon = advancedKnife; } else if (randomRange >= 0.5f && randomRange < .75f) { spawnedWeapon = advancedPistol; } else if (randomRange >= .75f && randomRange < 1f) { spawnedWeapon = basicKnife; } //this will rotate guns appropriately every time } // flip sprite if gun because of the way they are if (spawnedWeapon.type == 1) { gameObject.transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, -90); } //this will ensure the sprite is changed every time gameObject.GetComponent <SpriteRenderer>().sprite = spawnedWeapon.icon; gameObject.GetComponent <SpriteRenderer>().sortingLayerName = "Weapons"; }