public void Drop() { WeaponDrop drop = (WeaponDrop)Instantiate(weaponDrop, transform.position, Quaternion.identity); drop.transform.Rotate(0, 0, Random.Range(0, 360)); drop.transform.SetParent(Level.Instance.garbageHome); }
public void ClearHoveredWeapon(WeaponDrop drop) { if (hoveredWeapon == drop) { hoveredWeapon = null; weaponText.gameObject.SetActive(false); } }
public void ClearHoveredWeapon(WeaponDrop drop, bool clearOnlyIfMatch) { if (clearOnlyIfMatch) { if (hoveredWeapon == drop) { hoveredWeapon = null; } } else { hoveredWeapon = null; } }
private void CreateEntity(string[] entityData) { // Get Entity Information int entityId = int.Parse(entityData[0]); string entityType = entityData[1]; Entity newEntity = null; switch (entityType) { case ("Player"): Player newPlayer = Instantiate(prefabManager.player, Vector3.zero, Quaternion.identity, container_Entities).GetComponent <Player>(); newEntity = newPlayer; break; case ("AmmoPickup"): case ("StackPickup"): int prefabPoolIndex = int.Parse(entityData[2]); Pickup newPickup = Instantiate(prefabManager.pickups[prefabPoolIndex], Vector3.zero, Quaternion.identity, container_Entities).GetComponent <Pickup>(); newEntity = newPickup; break; case ("WeaponDrop"): int prefabPoolIndex2 = int.Parse(entityData[2]); WeaponDrop newWeaponDrop = Instantiate(prefabManager.weaponDrops[prefabPoolIndex2], Vector3.zero, Quaternion.identity, container_Entities).GetComponent <WeaponDrop>(); newEntity = newWeaponDrop; break; } newEntity.entityId = entityId; newEntity.networkPerspective = NetworkPerspective.Client; newEntity.GetEntityReferences(); newEntity.InitializeEntity(entityData); // Add new entity to entities list entities.Add(entityId, newEntity); }
public void SetHoveredWeapon(WeaponDrop drop) { weaponText.gameObject.SetActive(true); weaponText.text = "[F] Pick Up " + drop.Weapon.specificType; hoveredWeapon = drop; }
// Use this for initialization public void start(WeaponDrop drop) { m_WeaponDrop = drop; m_Attachment = drop.GamePrefab.GetComponentInChildren<Attachments>(); m_BaseWeapon = drop.GamePrefab.GetComponentInChildren<BaseBaseWeapon>(); MiscEffects[] effects = drop.GamePrefab.GetComponentsInChildren<MiscEffects>(); if(effects.Length > 0) { m_MiscEffects = ""; for(int i = 0; i < effects.Length; i++) { m_MiscEffects += effects[i].EffectType; if(i + 1 < effects.Length) { m_MiscEffects += ", "; } } } }
public void clearWeaponDrop() { weaponOnFloor = null; }
public void setWeaponDrop(WeaponDrop weaponDrop) { this.weaponOnFloor = weaponDrop; }