Beispiel #1
0
 // function to be called when a weapon is picked up
 public void AddWeaponToInventory(Weapon weapon)
 {
     CurrentInventory.Add(weapon);
     SubscribeWeaponToEvents(weapon);
     AlignWeaponTransform(weapon);
     selectedWeaponIndex = CurrentInventory.Count - 1;
     SetSelectedWeapon();
     WeaponAddedEvent?.Invoke();
 }
Beispiel #2
0
 private void TechWeapon_WeaponAdded(WeaponAddedEvent obj)
 {
     if (Input.GetKey(KeyCode.CapsLock))
     {
         if (Input.GetKey(KeyCode.Alpha1))
         {
             this.m_Groups[1].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha2))
         {
             this.m_Groups[2].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha3))
         {
             this.m_Groups[3].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha4))
         {
             this.m_Groups[4].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha5))
         {
             this.m_Groups[5].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha6))
         {
             this.m_Groups[6].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha7))
         {
             this.m_Groups[7].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha8))
         {
             this.m_Groups[8].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha9))
         {
             this.m_Groups[9].Add(obj.WeaponComponent);
         }
         if (Input.GetKey(KeyCode.Alpha0))
         {
             this.m_Groups[0].Add(obj.WeaponComponent);
         }
     }
 }