public void OnChooseWeapon2(int index, Weapon weapon) { switch (index) { case 1: weapons[1] = new TheMiddleFingerGun(); //TheMiddleFingerGun ActivateWeapon2(weapons[1]); break; case 2: weapons[1] = new TheEraser(); //TheEraser ActivateWeapon2(weapons[1]); character.GetStats().ModifySpeed(-1.0f); break; case 3: weapons[1] = new LaserSurgeryGun(); //LaserSurgeryGun ActivateWeapon2(weapons[1]); break; default: Debug.Log("weapon index not matching onchooseWeapon index"); break; } }
private void InitNewInventory() { AddColor(Colors.Blue); AddColor(Colors.Red); SetBulletColor(Colors.Blue); // Weapon Index Weapon weap = new SingleShooter(); //....................1,0 weap.Init(this, singleSocket); AddWeapon(weap); AddWeapon(weap); //------------------------------------------singleShooter added twice. weap = new Shotgun(); //..................................2 weap.Init(this, singleSocket); AddWeapon(weap); weap = new Rifle(); //....................................3 weap.Init(this, singleSocket); AddWeapon(weap); weap = new TheMiddleFingerGun(); //.......................4 weap.Init(this, singleSocket); AddWeapon(weap); weap = new TheEraser();//.................................5 weap.Init(this, singleSocket); AddWeapon(weap); weap = new BurstShooter();//..............................6 weap.Init(this, dualWieldSockets); AddWeapon(weap); weap = new MeleeMode();//..............................7 weap.Init(this, dualWieldSockets); AddWeapon(weap); weap = new TripleSingleShooter();//.......................8 weap.Init(this, singleSocket); AddWeapon(weap); weap = new LaserSurgeryGun();//...........................9 weap.Init(this, singleSocket); AddWeapon(weap); }