// ADD SURVIVOR CLASS: this is called when the Survivor is spawned by the player void AddSurvivorClass(SurvivorClass survivorClass) { switch (survivorClass) { case SurvivorClass.farmer: gameObject.AddComponent <Farmer>(); mySurvivorClass = SurvivorClass.farmer; // change name name = name + " the " + mySurvivorClass; gameObject.name = name; break; case SurvivorClass.soldier: gameObject.AddComponent <Soldier>(); mySurvivorClass = SurvivorClass.soldier; // change name name = name + " the " + mySurvivorClass; gameObject.name = name; break; case SurvivorClass.scientist: gameObject.AddComponent <Scientist>(); mySurvivorClass = SurvivorClass.scientist; // change name name = name + " the " + mySurvivorClass; gameObject.name = name; break; default: print("This surivor ain't got no class!"); break; } }
public Survivor_Data(string name, Sprite sprite, float mood, SurvivorClass sClass, int id) { myName = name; mySprite = sprite; myMood = mood; myClass = sClass; myID = id; }
public void ForcedStart(string sname, Sprite ssprite, float smood, SurvivorClass sClass, int myID) { name = sname; mySprite = ssprite; mood = smood; mySurvivorClass = sClass; partOfTown = true; // add the class script to this survivor gameobject // AddSurvivorClass (mySurvivorClass); id = myID; }
void initializeObject() { Weapons[0] = new WeaponClass("Magnum", weapons[0], 40, .75f, 8, 5); Weapons[1] = new WeaponClass("c_Riffle", weapons[1], 30, .75f, 6, 125); Weapons[2] = new WeaponClass("S_machinegun", weapons[2], 30, .5f, 12, 150); Weapons[3] = new WeaponClass("Shotgun", weapons[3], 40, 1.5f, 6, 20); Weapons[4] = new WeaponClass("Bazooka", weapons[4], 30, 2, 10, 100); Weapons[5] = new WeaponClass("GranadeLauncher", weapons[5], 50, 2, 5, 30); Weapons[6] = new WeaponClass("AcidBullet", weapons[6], 30, 1.5f, 5, 100); survivor = new SurvivorClass("Mike", Weapons[0], survivorGameObject, 100.0f, movementSpeed); survivor.getSurvivorWeapon().ActivateWeapon(); }