public void PlayWeaponFireSound(EnumDefinitions.WeaponType weapon)
    {
        switch (weapon)
        {
        case EnumDefinitions.WeaponType.Pistol:
            audioSrc.PlayOneShot(pistolSound);
            break;

        case EnumDefinitions.WeaponType.Sniper:
            audioSrc.PlayOneShot(sniperSound);
            break;

        case EnumDefinitions.WeaponType.Shotgun:
            audioSrc.PlayOneShot(shotgunSound);
            break;

        case EnumDefinitions.WeaponType.Chaingun:
            audioSrc.PlayOneShot(chainSound);
            break;
        }
    }
Beispiel #2
0
    public void SwitchWeapons(EnumDefinitions.WeaponType nextWeapon)
    {
        if (nextWeapon != EnumDefinitions.WeaponType.None)
        {
            Destroy(currentWeapon);
            GameObject weaponPrefab = Resources.Load(string.Format("Prefabs/Weapons/{0} Weapon", nextWeapon.ToString())) as GameObject;
            currentWeapon = Instantiate(weaponPrefab, weaponSpawn.position, weaponSpawn.rotation);
            currentWeapon.transform.parent = weaponSpawn;
            currentWeapon.GetComponent <Weapon>().PassEntityAnimator(entityAnimator);

            // currentWeapon.GetComponent<CopyLocation>().CopyLocationOf(playerHands);
            // currentWeapon.GetComponent<CopyLocation>().ToggleAxis(2);

            // Pull the targets from the weapon here
            // provide the ik hands the target here

            LeftHand.ProvideNewTarget(currentWeapon.GetComponent <Weapon>().leftIKTarget);
            RightHand.ProvideNewTarget(currentWeapon.GetComponent <Weapon>().rightIKTarget);

            uiController.ChangeWeaponInfo(currentWeapon.GetComponent <Weapon>().weaponIcon, currentWeapon.GetComponent <Weapon>().maxProjectileCount);
        }
    }