Ejemplo n.º 1
0
    public void EnableWeaponPart(ItemScript.WeaponPartEnemies weaponPartEnemy)
    {
        // this will enable the collected weapon part in our weapon struct
        switch (weaponPartEnemy)
        {
        case ItemScript.WeaponPartEnemies.BombMan:
            weaponsData[(int)WeaponTypes.HyperBomb].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.CutMan:
            weaponsData[(int)WeaponTypes.RollingCutter].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.ElecMan:
            weaponsData[(int)WeaponTypes.ThunderBeam].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.FireMan:
            weaponsData[(int)WeaponTypes.FireStorm].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.GutsMan:
            weaponsData[(int)WeaponTypes.SuperArm].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.IceMan:
            weaponsData[(int)WeaponTypes.IceSlasher].enabled = true;
            break;
        }
    }
Ejemplo n.º 2
0
    public void ApplyWeaponPart(ItemScript.WeaponPartEnemies weaponPartEnemy)
    {
        // this will enable the collected weapon part in our weapon struct
        switch (weaponPartEnemy)
        {
        case ItemScript.WeaponPartEnemies.BombMan:
            playerWeaponStructs[(int)PlayerWeapons.BombMan].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.CutMan:
            playerWeaponStructs[(int)PlayerWeapons.CutMan].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.ElecMan:
            playerWeaponStructs[(int)PlayerWeapons.ElecMan].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.FireMan:
            playerWeaponStructs[(int)PlayerWeapons.FireMan].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.GutsMan:
            playerWeaponStructs[(int)PlayerWeapons.GutsMan].enabled = true;
            break;

        case ItemScript.WeaponPartEnemies.IceMan:
            playerWeaponStructs[(int)PlayerWeapons.IceMan].enabled = true;
            break;
        }
    }