public void AddWeaponsToInven(List <Weapon> newOne) { bool matched = false; for (int i = 0; i < newOne.Count; i++) { matched = false; E_Weapon newWeapon = newOne[i].weaponType; for (int j = 0; j < weaponInventory.Count; j++) { E_Weapon has = weaponInventory[j].weapon.weaponType; if (has == newWeapon) { weaponInventory[j].number++; matched = true; break; } } if (!matched) { weaponInventory.Add(new weaponInven(newOne[i], 1)); } } }
public Weapon(E_Weapon weaponType, string name, float plusCap, float brakeProb) { this.weaponType = weaponType; this.name = name; this.plusCapability = plusCap; this.brakeProb = brakeProb; }
public Weapon CreateWeapon(E_Weapon weaponType, bool broken) { int weaponNum = (int)weaponType; Weapon_InfoData data = weapon_Info.dataArray[weaponNum]; E_Weapon type = weaponType; string name = ""; float plusCap = data.Pluscapability; float brakeProb = data.Brakeprob; switch (LanguageManager.GetInstance().Language) { case E_Language.KOREAN: name = data.Namekor; break; case E_Language.ENGLISH: name = data.Nameeng; break; } return(new Weapon(type, name, plusCap, brakeProb, broken)); }
public Sprite GetWeaponSprite(E_Weapon weapon) { return(weaponSprites[(int)weapon]); }