Ejemplo n.º 1
0
        public Weapon(Gdf gdf, Transform transform)
        {
            Gdf               = gdf;
            Health            = gdf.Health;
            Ammo              = gdf.AmmoCount;
            WeaponGroupOffset = gdf.WeaponGroup;

            LoadProjectile();
            Transform = transform;

            if (gdf.FireAmount > 1)
            {
                BurstWait  = new WaitForSeconds(gdf.FiringRate);
                ReloadWait = new WaitForSeconds(gdf.BurstRate);
            }
        }
Ejemplo n.º 2
0
        public bool TryGetWeaponSprites(Gdf weaponGdf, out I76Sprite onSprite, out I76Sprite offSprite)
        {
            string spriteName;

            switch (weaponGdf.Name)
            {
            case "30cal MG":
                spriteName = "30cal_mg";
                break;

            case "50cal MG":
                spriteName = "50cal_mg";
                break;

            case "20mm Cannnon":
                spriteName = "20mm_can";
                break;

            case "25mm Cannon":
                spriteName = "25mm_can";
                break;

            case "30mm Cannon":
                spriteName = "30mm_can";
                break;

            case "Oil Slick":
                spriteName = "oilslick";
                break;

            case "FireRite Rkt":
                spriteName = "fr_rocket";
                break;

            case "Landmines":
                spriteName = "landmines";
                break;

            case "Fire-Dropper":
                spriteName = "firedropper";
                break;

            case "Gas Launcher":
                spriteName = "gaslaunchr";
                break;

            case "7.62mm MG":
                spriteName = "762_mg";
                break;

            default:
                Debug.LogWarningFormat("GetWeaponSprite for weapon '{0}' not implemented.", weaponGdf.Name);
                onSprite  = null;
                offSprite = null;
                return(false);
            }

            onSprite  = SpriteManager.GetSprite("zdue.map", spriteName + "_on");
            offSprite = SpriteManager.GetSprite("zdue.map", spriteName + "_off");

            return(onSprite != null && offSprite != null);
        }