EquipWeapon() public method

public EquipWeapon ( PlayerWeapon, _weapon ) : void
_weapon PlayerWeapon,
return void
Beispiel #1
0
    private void PrevWeapon()
    {
        m_weaponNum--;
        if (m_weaponNum < 0)
        {
            m_weaponNum = (int)WeaponTypes.NUM - 1;
        }

        m_weaponManager.EquipWeapon(m_weaponPath[m_weaponNum]);
    }
Beispiel #2
0
    private void UseItem(Items item)
    {
        switch (item.itemType)
        {
        case Items.ItemType.SMG:
            weaponManager.PickUpWeapon(go_SMGPrefab);
            weaponManager.EquipWeapon(go_SMGPrefab);
            go_CurrentWeapon = go_SMGPrefab;
            foreach (AnimatorControllerParameter parameter in playerAnimator.parameters)
            {
                playerAnimator.SetBool(parameter.name, false);
            }
            playerAnimator.SetBool("SMG", true);
            playerAnimator.SetBool("Crouching", bIsCrouching);

            for (int i = 0; i < go_aOverHeatBars.Length; i++)
            {
                go_aOverHeatBars[i].SetActive(true);
            }
            //GameObject currentEquippedWeapon = go_SMGPrefab;
            //go_WeaponManger.GetComponent<WeaponManager>().go_CurrentWeapon = currentEquippedWeapon;
            break;

        case Items.ItemType.Shotgun:
            weaponManager.PickUpWeapon(go_ShotgunPrefab);
            weaponManager.EquipWeapon(go_ShotgunPrefab);
            go_CurrentWeapon = go_ShotgunPrefab;

            foreach (AnimatorControllerParameter parameter in playerAnimator.parameters)
            {
                playerAnimator.SetBool(parameter.name, false);
            }

            playerAnimator.SetBool("Shotgun", true);
            playerAnimator.SetBool("Crouching", bIsCrouching);

            for (int i = 0; i < go_aOverHeatBars.Length; i++)
            {
                go_aOverHeatBars[i].SetActive(true);
            }
            //GameObject currentEquippedWeapon = go_SMGPrefab;
            //go_WeaponManger.GetComponent<WeaponManager>().go_CurrentWeapon = currentEquippedWeapon;
            break;

        case Items.ItemType.Health:
            PlayerHealing();
            inventory.RemoveItem(new Items {
                itemType = Items.ItemType.Health, iItemAmmount = 1
            });
            break;
        }
    }
    void Awake()
    {
        //Set up UI
        canvas        = FindObjectOfType <Canvas>();
        controllersUI = canvas.GetComponent <ControllersUI>();
        gameUI        = canvas.GetComponent <GameUI>();

        //Find map, player, and equip weapon
        mapGen = FindObjectOfType <MapGenerator>().GetComponent <MapGenerator>();
        Map map = mapGen.map;

        currentPlayer       = (Player)Instantiate(startPlayer, mapGen.CoordToPosition(map.mapSize.x / 2, 2), Quaternion.identity);
        weaponManager       = currentPlayer.transform.GetComponent <WeaponManager>();
        playerCurrentWeapon = weaponManager.EquipWeapon(weaponManager.startingWeaponIndex);
        //playerCurrentWeapon = weaponManager.allWeapons[weaponManager.startingWeaponIndex];

        //Setup audio
        Transform audioManager = FindObjectOfType <AudioManager>().transform;

        audioManager.position = currentPlayer.transform.position;
        audioManager.rotation = currentPlayer.transform.rotation;
        audioManager.parent   = currentPlayer.transform;

        //Set up controllers
        SwipeDetector swipeDetect = currentPlayer.GetComponent <SwipeDetector>();

        swipeDetect.aimJoystickArea          = controllersUI.AimJoystickArea;
        swipeDetect.aimJoystickRect          = controllersUI.AimJoystickRect;
        swipeDetect.attackJoystickRect       = controllersUI.AttackJoystickRect;
        swipeDetect.changeWeaponJoystickRect = controllersUI.ChangeWeaponRect;
        //Camera.main.GetComponent<CameraController>().SetTarget(currentPlayer.transform);
        Camera.main.GetComponent <CameraFollow>().SetTarget(currentPlayer.transform);
    }
Beispiel #4
0
 void InitWeapon()
 {
     //有初始武器就生成
     if (weaponName != "")
     {
         WeaponManager.EquipWeapon(this, weaponName);
     }
 }
Beispiel #5
0
 void OnTriggerEnter(Collider _collider)
 {
     if (_collider.gameObject.tag == "Player")
     {
         //create playerweapon from gameobject then pass playerweapon object to equip weapon
         WeaponManager weaponManager = GetComponent <WeaponManager>();
         PlayerWeapons weapon        = new Submachine();
         weapon.initializeSubmachine();
         weaponManager.EquipWeapon(weapon);
     }
 }
Beispiel #6
0
        private void ShowWeaponList(int index)
        {
            SerializedProperty weapon = m_WeaponList.GetArrayElementAtIndex(index);

            using (new EditorGUILayout.HorizontalScope())
            {
                EditorGUILayout.PropertyField(weapon, new GUIContent("Weapon " + (index + 1)));

                if (weapon.objectReferenceValue != null)
                {
                    if (!m_Target.IsEquipped((IWeapon)weapon.objectReferenceValue) && m_Target.HasFreeSlot)
                    {
                        EditorGUI.BeginChangeCheck();
                        if (GUILayout.Button("Equip", Styling.button))
                        {
                            if (EditorGUI.EndChangeCheck())
                            {
                                Undo.RecordObject(m_Target, "Undo Inspector");
                                m_Target.EquipWeapon(index);

                                EditorUtility.SetDirty(m_Target);
                                return;
                            }
                        }
                    }
                }

                EditorGUI.BeginChangeCheck();
                if (GUILayout.Button("+", Styling.leftButton, GUILayout.Width(24)))
                {
                    if (EditorGUI.EndChangeCheck())
                    {
                        Undo.RecordObject(m_Target, "Undo Inspector");
                        m_Target.AddWeapon();

                        EditorUtility.SetDirty(m_Target);
                        return;
                    }
                }

                EditorGUI.BeginChangeCheck();
                if (GUILayout.Button("-", Styling.rightButton, GUILayout.Width(24)))
                {
                    if (EditorGUI.EndChangeCheck())
                    {
                        Undo.RecordObject(m_Target, "Undo Inspector");
                        m_Target.RemoveWeapon(index);

                        EditorUtility.SetDirty(m_Target);
                    }
                }
            }
        }
    override protected void Start()
    {
        base.Start();
        controller    = GetComponent <PlayerController>();
        weaponManager = GetComponent <WeaponManager>();
        swipeControl  = GetComponent <SwipeDetector>();
        anim          = GetComponentInChildren <Animator>();
        viewCamera    = Camera.main;
        spawnRect.SetOwner(transform);

        anim.SetInteger("weaponNum", weaponManager.EquipWeapon(weaponManager.startingWeaponIndex).weaponNum);
    }
Beispiel #8
0
    void SelectedWeapon()
    {
        int i = 0;

        foreach (PlayerWeapon playerWeapon in playerWeapons)
        {
            if (i == selectedWeapon)
            {
                weaponManager.EquipWeapon(playerWeapon);
            }
            i++;
        }
    }
    public void Equip(Equipment newItem)
    {
        int slotIndex = (int)newItem.equipmentSlot;

        Equipment oldItem = null;

        if (currentEquipment[slotIndex] != null)
        {
            oldItem = currentEquipment[slotIndex];
            inventory.Add(oldItem);
        }

        if (onEquipmentChangedCallback != null)
        {
            onEquipmentChangedCallback.Invoke(newItem, oldItem, newItem.equipmentSlot);
        }
        currentEquipment[slotIndex] = newItem;

        if (newItem.equipmentSlot == EquipmentSlot.Primary)
        {
            weaponManager.EquipWeapon(newItem.name);
        }
    }
Beispiel #10
0
 public void EquipWeapon(ItemClass item)
 {
     // Equip item passed
     weaponManager.EquipWeapon(item);
 }
Beispiel #11
0
 void Start()
 {
     wm.LoadWeapons();
     wm.EquipWeapon(0);
 }