Beispiel #1
0
 /// <summary> Adds a new weapons to the players unlock list. </summary>
 /// <param name="bullet"> The bullet type to add. </param>
 public void AddWeapon(Enums.BulletTypes bullet)
 {
     Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1];
     for (int i = 0; i < weapons.Length; i++)
     {
         temp[i] = weapons[i];
     }
     temp[weapons.Length] = bullet;
     weapons = temp;
 }
Beispiel #2
0
        public GameObject GetBullet(Enums.BulletTypes type)
        {
            IPoolable entity = AllocateEntity(playerBulletPools[(int)type]);

            if (entity == null)
            {
                return(null);
            }

            return(entity.GetGameObject());
        }
Beispiel #3
0
 public bool Shoot(Enums.BulletTypes type, Transform loc, Enums.Direction direction)
 {
     try {
         return(AquireEntity((int)type, loc, direction));
     }
     catch (System.IndexOutOfRangeException ex)
     {
         Debug.LogError("Error: Invalid Bullet Type. : " + ex.Message);
         return(false);
     }
 }
Beispiel #4
0
 /// <summary> Adds a new weapons to the players unlock list. </summary>
 /// <param name="bullet"> The bullet type to add. </param>
 public void AddWeapon(Enums.BulletTypes bullet)
 {
     Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1];
     for (int i = 0; i < weapons.Length; i++)
         temp[i] = weapons[i];
     temp[weapons.Length] = bullet;
     weapons = temp;
 }
Beispiel #5
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        public void ReturnBullet(Enums.BulletTypes type, GameObject bullet)
        {
            IPoolable entity = bullet.GetComponent <IPoolable>();

            DeallocateEntity(playerBulletPools[(int)type], entity);
        }
Beispiel #6
0
 /// <summary> Adds a new weapons to the players unlock list. </summary>
 /// <param name="bullet"> The bullet type to add. </param>
 public void AddWeapon(Enums.BulletTypes bullet)
 {
     for (int i = 0; i < weapons.Length; i++)
     {
         if (bullet == weapons[i])
             return;
     }
     Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1];
     for (int i = 0; i < weapons.Length; i++)
         temp[i] = weapons[i];
     temp[weapons.Length] = bullet;
     weapons = temp;
     Store();
 }