void Ammo(Collider col)
 {
     wepInv = col.gameObject.GetComponentInChildren<WeaponInventory>();
     if(wepInv.GetCurAmmo() <= wepInv.GetMaxAmmo()-1 )
     {
         wepInv.AddAmmo(20);
         Destroy(gameObject);
     }
 }
Beispiel #2
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    private void Start()
    {
        //make sure the enemy contains at least one ai logic
        if (GetComponents<AILogicBase>().Length == 0)
        {
            Debug.LogError("No AILogicBase component can be found on enemy gameobject (" + name + ")");
        }

        Transform weapon_obj = transform.parent.FindChild("weapon");
        if (weapon_obj == null) Debug.LogError("'weapon' object cannot be found in enemy parent's children");
        weapon_inventory = weapon_obj.GetComponent<WeaponInventory>();
        weapon_inventory.init(this);
        weapon_control = weapon_obj.GetComponent<EnemyWeaponControl>();
        weapon_control.init(this);

        health = GetComponent<GenericHealth>();
        health.init(this);
    }
Beispiel #3
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    public void init()
    {
        pos = Map.grid.grid_to_world(Map.grid.world_to_grid(transform.position));
        current_node = Map.grid.get_node(Map.grid.world_to_grid(pos));

        controller = GetComponent<Controller2D>();
        controller.init();
        player_movement = GetComponent<PlayerMovement>();
        player_movement.init();

        Transform weapon_obj = transform.parent.FindChild("weapon_base");
        if (weapon_obj == null) Debug.LogError("'weapon_base' object cannot be found in player parent's children");
        inventory = weapon_obj.GetComponent<WeaponInventory>();
        inventory.init(this);
        weapon_control = weapon_obj.GetComponent<PlayerWeaponControl>();
        weapon_control.init();

        grappling_hook = GetComponent<GrapplingHook>();
        grappling_hook.init();
        health = GetComponent<GenericHealth>();
        health.init(this);
    }
Beispiel #4
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    public void update(WeaponInventory inventory)
    {
        int i = inventory.equipped_id - 1;
        while (true)
        {
            if (i < 0) i = inventory.weapons.Count - 1;
            if (inventory.weapons[i].active) { slot_left.GetComponent<Image>().sprite = weapon_images[i]; break; }
            if (i == inventory.equipped_id) break;
            --i;
        }

        GetComponent<Image>().sprite = weapon_images[inventory.equipped_id];

        i = inventory.equipped_id + 1;
        while (true)
        {
            if (i >= inventory.weapons.Count) i = 0;
            if (inventory.weapons[i].active) { slot_right.GetComponent<Image>().sprite = weapon_images[i]; break; }
            if (i == inventory.equipped_id) break;
            ++i;
        }
    }
 protected override void OnEquip(WeaponInventory inv)
 {
     this.ammoPerKill = this.tables.ammoPerKill.get(this.weaponClass).Value;
     this.stats       = inv.GetComponent <PlayerBase>().stats;
 }
Beispiel #6
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 protected virtual void OnEquip(WeaponInventory inv)
 {
 }
 public void init(Enemy parent)
 {
     this.parent = parent;
     inventory = GetComponent<WeaponInventory>();
 }
Beispiel #8
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 private SelectedWeapon(HudComponentDefinition definition, WeaponInventory weaponInventory, float scale) :
     base(definition)
 {
     WeaponInventory = weaponInventory;
     Scale           = new Vector2(scale, scale);
 }
 protected override void OnEquip(WeaponInventory inv)
 {
     this.staminaCost = this.tables.staminaCost.get(this.weaponClass).Value;
     stats            = inv.GetComponent <PlayerBase>().stats;
 }
Beispiel #10
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 public void OnEquip(WeaponInventory inv, WeaponTables tables, WeaponFactory.CLASS weaponClass)
 {
     this.weaponClass = weaponClass;
     this.tables      = tables;
     this.OnEquip(inv);
 }
 protected override void OnEquip(WeaponInventory inv)
 {
     this.cooldownLength = this.tables.coolDown.get(this.weaponClass).Value;
     cooldownEnd         = Time.time;
 }
Beispiel #12
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    // Use this for initialization
    void Start()
    {
        weaponinventoryScript = GameObject.FindGameObjectWithTag("Canvas2").GetComponent <WeaponInventory>();

        weapons = new GameObject[2];
        //weapons[0] = gameObject.transform.GetChild(0).gameObject;
        //weapons[1] = gameObject.transform.GetChild(1).gameObject;

        weaponZero = gameObject.transform.GetChild(0).gameObject;
        weaponOne  = gameObject.transform.GetChild(1).gameObject;
        pickaxe    = GameObject.Find("pickaxe");



        //replaceWeaponScript =

        //   count = 0;
        //   foreach (Transform i in gameObject.transform)
        //   {

        //       count++;

        //   }
        //   weapons = new GameObject[count];
        //   count = 0;
        //   foreach (Transform i in gameObject.transform)
        //   {
        //       weaponsList.Add(i.gameObject);
        //       weapons[count] = i.gameObject;
        //       count++;
        //   }



        //   count = 0;
        //   foreach (GameObject i in weapons)
        //   {

        //           count++;

        //       if(count > 2)
        //       {
        //           count = 2;
        //       }
        //   }
        //   availableWeapons = new GameObject[count];
        //   count = 0;
        //   foreach (GameObject i in weapons)
        //   {
        //       availableWeapons[count] = i.gameObject;
        //      count++;
        //  }



        //weapons[1].SetActive(false);
        rend1 = weaponOne.GetComponentsInChildren <Renderer>();
        foreach (Renderer obj in rend1)
        {
            obj.enabled = false;
        }
        //weapons[1].GetComponentsInChildren<Renderer>().enabled = false;
        weaponOne.GetComponent <Collider>().enabled = false;
        weaponOne.GetComponent <Animator>().enabled = false;
        weaponZeroActive = true;
        weaponOneActive  = false;

        fixSlot1 = false;
        SwitchToPickaxe();
    }
 public void init()
 {
     parent = Entities.player;
     inventory = GetComponent<WeaponInventory>();
 }
Beispiel #14
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    public void SwitchMainWeapons()
    {
        if (pickaxeActive)
        {
            weaponZero = gameObject.transform.GetChild(0).gameObject;
            weaponOne  = gameObject.transform.GetChild(1).gameObject;
            weaponOne.transform.SetSiblingIndex(1);
            //weapons[1].SetActive(false);
            rendp = pickaxe.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rendp)
            {
                obj.enabled = false;
            }
            //weapons[1].GetComponentsInChildren<Renderer>().enabled = false;
            pickaxe.GetComponent <Collider>().enabled = false;
            pickaxe.GetComponent <Animator>().enabled = false;
            //weaponZero = gameObject.transform.GetChild(0).gameObject;
            //weaponOne = gameObject.transform.GetChild(1).gameObject;
            //weaponOneActive = false;
            //weaponZeroActive = true;

            pickaxeActive = false;

            rend0 = weaponZero.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rend0)
            {
                obj.enabled = true;
            }


            weaponZero.GetComponent <Collider>().enabled = true;
            weaponZero.GetComponent <Animator>().enabled = true;

            weaponZero.transform.SetAsFirstSibling();

            weaponZero       = gameObject.transform.GetChild(0).gameObject;
            weaponOne        = gameObject.transform.GetChild(1).gameObject;
            weaponZeroActive = true;
            weaponOneActive  = false;
        }
        if (weaponZeroActive)
        {
            weaponZero = gameObject.transform.GetChild(0).gameObject;
            weaponOne  = gameObject.transform.GetChild(1).gameObject;
            //weapons[0].SetActive(false);
            weaponZero.transform.SetSiblingIndex(1);
            rend0 = weaponZero.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rend0)
            {
                obj.enabled = false;
            }
            //weapons[0].GetComponent<Renderer>().enabled = false;
            coll0 = weaponZero.GetComponentsInChildren <Collider>();

            foreach (Collider col in coll0)
            {
                col.enabled = false;
            }
            weaponZero.GetComponent <Animator>().enabled = false;
            //weaponZero = gameObject.transform.GetChild(0).gameObject;
            //weaponOne = gameObject.transform.GetChild(1).gameObject;
            //weaponZeroActive = false;
            //weaponOneActive = true;



            rend1 = weaponOne.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rend1)
            {
                obj.enabled = true;
            }

            weaponOne.GetComponent <Collider>().enabled = true;
            weaponOne.GetComponent <Animator>().enabled = true;


            weaponOne.transform.SetAsFirstSibling();

            weaponZero       = gameObject.transform.GetChild(0).gameObject;
            weaponOne        = gameObject.transform.GetChild(1).gameObject;
            weaponZeroActive = false;
            weaponOneActive  = true;
            pickaxeActive    = false;
        }
        //if (!weaponOneActive)
        //{
        //weapons[1].SetActive(true);

        //     rend1 = weaponOne.GetComponentsInChildren<Renderer>();
        //     foreach (Renderer obj in rend1)
        //     {
        //         obj.enabled = true;
        //     }
        //weapons[1].GetComponent<Renderer>().enabled = true;
        //      weaponOne.GetComponent<Collider>().enabled = true;
        //      weaponOne.GetComponent<Animator>().enabled = true;
        //      weaponOne.transform.SetAsFirstSibling();
        //      weaponZero = gameObject.transform.GetChild(0).gameObject;
        //      weaponOne = gameObject.transform.GetChild(1).gameObject;
        //      weaponOneActive = true;

        // }



        if (weaponOneActive)
        {
            weaponZero = gameObject.transform.GetChild(0).gameObject;
            weaponOne  = gameObject.transform.GetChild(1).gameObject;
            weaponOne.transform.SetSiblingIndex(1);
            //weapons[1].SetActive(false);
            rend1 = weaponOne.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rend1)
            {
                obj.enabled = false;
            }
            //weapons[1].GetComponentsInChildren<Renderer>().enabled = false;
            coll1 = weaponOne.GetComponentsInChildren <Collider>();

            foreach (Collider col in coll1)
            {
                col.enabled = false;
            }
            weaponOne.GetComponent <Animator>().enabled = false;
            //weaponZero = gameObject.transform.GetChild(0).gameObject;
            //weaponOne = gameObject.transform.GetChild(1).gameObject;
            //weaponOneActive = false;
            //weaponZeroActive = true;


            rend0 = weaponZero.GetComponentsInChildren <Renderer>();
            foreach (Renderer obj in rend0)
            {
                obj.enabled = true;
            }


            weaponZero.GetComponent <Collider>().enabled = true;
            weaponZero.GetComponent <Animator>().enabled = true;

            weaponZero.transform.SetAsFirstSibling();

            weaponZero       = gameObject.transform.GetChild(0).gameObject;
            weaponOne        = gameObject.transform.GetChild(1).gameObject;
            weaponZeroActive = true;
            weaponOneActive  = false;
            pickaxeActive    = false;
        }
        if (!weaponinventoryScript)
        {
            weaponinventoryScript = GameObject.FindGameObjectWithTag("Canvas2").GetComponent <WeaponInventory>();
        }

        if (weaponinventoryScript)
        {
            if (weaponinventoryScript.wScreenActive)
            {
                weaponinventoryScript.CloseScreen();
                weaponinventoryScript.OpenScreen();
            }
        }
    }
 public void init(Enemy parent)
 {
     this.parent = parent;
     inventory   = GetComponent <WeaponInventory>();
 }
 // Use this for initialization
 void Start()
 {
     weaponInventory = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren<WeaponInventory>();
 }
 void Start()
 {
     weaponInventory = this.transform.GetComponent <WeaponInventory>();
 }
Beispiel #18
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 public virtual void OnUnequip(WeaponInventory inv)
 {
 }
Beispiel #19
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 void Start()
 {
     Instance        = this;
     gameManager     = GameManager.Instance;
     weaponInventory = GetComponent <WeaponInventory> ();
 }
Beispiel #20
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 private RemainingAmmo(HudComponentDefinition definition, Font font, string textTemplate, WeaponInventory weaponInventory) :
     base(definition)
 {
     Font            = font;
     TextTemplate    = textTemplate;
     WeaponInventory = weaponInventory;
 }