Beispiel #1
0
        //This method handles setting up the initial weapon as well as setting up everything when the Player needs to change weapons based on input
        protected virtual void ChangeWeapon()
        {
            //This bool makes sure that the current weapon doesn't create a pool of objects if that pool of objects already exists
            bool matched = new bool();

            //Counts all the different weapon types in the list
            for (int i = 0; i < weaponTypes.Count; i++)
            {
                //If there isn't a current weapon, sets up the first weapon type in the list as the current weapon, and creates the pool for that weapon type
                if (currentWeapon == null)
                {
                    currentWeapon           = weaponTypes[0];
                    currentTimeBetweenShots = currentWeapon.timeBetweenShots;
                    NewPool();
                    return;
                }
                //This else statement handles the logic for changing weapons after the initial weapon is loaded
                else
                {
                    //If the current iteration value is the current weapon
                    if (weaponTypes[i] == currentWeapon)
                    {
                        //Add one to the iteration value for the comment above
                        i++;
                        //If the iteration value is the last one in the list, we reset it back to the begining of the list
                        if (i == weaponTypes.Count)
                        {
                            i = 0;
                        }
                        //Whatever the iteration value is, the current weapon is this iteration value in the weaponTypes list
                        currentWeapon = weaponTypes[i];
                        //Restes the currentTimeBetweenShots value to the currentWeapon timeBetweenShots value
                        currentTimeBetweenShots = currentWeapon.timeBetweenShots;
                    }
                }
            }

            for (int i = 0; i < totalPools.Count; i++)
            {
                if (currentWeapon.projectile.tag == totalPools[i].tag)
                {
                    projectileParentFolder = totalPools[i].gameObject;
                    currentProjectile      = currentWeapon.projectile;
                    matched = true;
                }
            }
            if (currentWeapon.projectile.tag == "GrapplingHook")
            {
                grapplingHook.enabled = true;
            }
            else
            {
                grapplingHook.removed = true;
                grapplingHook.RemoveGrapple();
                grapplingHook.enabled = false;
            }
            if (!matched)
            {
                NewPool();
            }
            if (currentWeapon.canResetPool)
            {
                bulletsToReset.Clear();
            }
        }