Beispiel #1
0
    void OnEnable()
    {
        // get special weapon and total ammo, update with gun and current ammo
        _playerWeapons = GetComponentInParent <PlayerWeapons>();
        _isGun         = _playerWeapons.DetermineSpecialType();

        if (_isGun)
        {
            _specialGun  = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent <Gun>();
            _initialAmmo = _specialGun.ammo;

            UpdateGunAmmoBar(_specialGun.ammo);
        }
        else
        {
            _specialBeam = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent <BeamWeapon>();
            _initialTime = _specialBeam.duration;

            UpdateBeamAmmoBar(_initialTime);
        }
    }
Beispiel #2
0
	void OnEnable()
	{
		// get special weapon and total ammo, update with gun and current ammo
		_playerWeapons = GetComponentInParent<PlayerWeapons>();
		_isGun = _playerWeapons.DetermineSpecialType();

		if ( _isGun )
		{
			_specialGun = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<Gun>();
			_initialAmmo = _specialGun.ammo;

			UpdateGunAmmoBar( _specialGun.ammo );
		}
		else
		{
			_specialBeam = _playerWeapons.weapons[PlayerWeapons.SPECIAL_WEAPON_SLOT].GetComponent<BeamWeapon>();
			_initialTime = _specialBeam.duration;

			UpdateBeamAmmoBar( _initialTime );
		}
	}