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); } }
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); }