private void OnMouseDown()
    {
        if (Bullets_Selector_UI.bullet_No[1] == true)
        {
            if (Static_Fields.money >= Static_Fields.AR_ammo_cost && assualt_rifle_script.Assault_rifle.bullet_count <= 0)
            {
                assualt_rifle_script.Assault_rifle.Add_Bullets(Add_bullets.ammo_count);
                money_manager.Deduct_Money(Static_Fields.AR_ammo_cost);

                Add_bullets.add_ammo_audio.Play();
                Change_Color_To_Black();
            }
            else
            {
                GameObject.Find("Money Manager").GetComponent <AudioSource>().Play();
            }
        }
    }
    private void OnMouseDown()
    {
        if (Bullets_Selector_UI.bullet_No[0] == true)
        {
            if (Static_Fields.money >= Static_Fields.HG_ammo_cost && hand_gun_script.Hand_gun.bullet_count <= 0)
            {
                hand_gun_script.Hand_gun.Add_Bullets(Add_bullets.ammo_count);
                bullets_cost_money.Deduct_Money(Static_Fields.HG_ammo_cost);

                Add_bullets.add_ammo_audio.Play();
                Change_Color_To_Black();
            }
            else
            {
                GameObject.Find("Money Manager").GetComponent <AudioSource>().Play();
            }
        }
    }
Ejemplo n.º 3
0
    public void Spawn_Selector(GameObject weapon_prefab)
    {
        if (weapon_prefab.name == "Defender_1" && hand_gun_ui.allow_instantiation)
        {
            hand_gun_ui.is_selected = false;

            change_color_to_black_hand_gun = true;
            Instantiate(weapon_prefab, new Vector3((int)this.touch_pos.x + 1f, (int)this.touch_pos.y + 0.2f, -2f), Quaternion.identity);

            if (hand_gun_ui.change_weapon_color.a >= 1)
            {
                money_manager.Deduct_Money(Static_Fields.gun_cost[(int)Gun_cost.HG]);
            }
        }
        else if (weapon_prefab.name == "Defender_2" && assault_rifle_ui.allow_instantiation)
        {
            assault_rifle_ui.is_selected = false;

            change_color_to_black_assault_rifle = true;
            Instantiate(weapon_prefab, new Vector3((int)this.touch_pos.x + 0.5f, (int)this.touch_pos.y + 0.7f, -2f), Quaternion.identity);

            if (assault_rifle_ui.change_weapon_color.a >= 1)
            {
                money_manager.Deduct_Money(Static_Fields.gun_cost[(int)Gun_cost.AR]);
            }
        }
        else if (weapon_prefab.name == "Defender_3" && shot_gun_ui.allow_instantiation)
        {
            shot_gun_ui.is_selected = false;

            change_color_to_black_shot_gun = true;
            Instantiate(weapon_prefab, new Vector3((int)this.touch_pos.x + 1.5f, (int)this.touch_pos.y + 0.5f, -2f), Quaternion.identity);

            if (shot_gun_ui.change_weapon_color.a >= 1)
            {
                money_manager.Deduct_Money(Static_Fields.gun_cost[(int)Gun_cost.SG]);
            }
        }
        else if (weapon_prefab.name == "Defender_4" && burst_gun_ui.allow_instantiation)
        {
            burst_gun_ui.is_selected = false;

            change_color_to_black_burst_gun = true;
            Instantiate(weapon_prefab, new Vector3((int)this.touch_pos.x + 3.1f, (int)this.touch_pos.y, -2f), Quaternion.identity);

            if (burst_gun_ui.change_weapon_color.a >= 1)
            {
                money_manager.Deduct_Money(Static_Fields.gun_cost[(int)Gun_cost.BG]);
            }
        }
        else if (weapon_prefab.name == "Defender_5" && sniper_rifle_ui.allow_instantiation)
        {
            sniper_rifle_ui.is_selected = false;

            bool allow_instantiation = Physics2D.Raycast(new Vector2((int)this.touch_pos.x, (int)this.touch_pos.y + 0.5f),
                                                         Vector2.right, 1.2f, layer_mask_sniper_rifle);

            if ((allow_instantiation == false) || allow_once)
            {
                change_color_to_black_sniper_rifle = true;

                if (sniper_rifle_ui.change_weapon_color.a >= 1)
                {
                    money_manager.Deduct_Money(Static_Fields.gun_cost[(int)Gun_cost.SR]);
                }
                allow_once = false;
                Instantiate(weapon_prefab, new Vector3((int)this.touch_pos.x + 1f, (int)this.touch_pos.y + 0.7f, -2f), Quaternion.identity);
            }
        }
    }