public Weapon_2 UsePlatina() { if (xtime <= 0) { xtime = PlatinaTime; int a = Random.Range(0, platinas_weapons.Length); Weapon_2 create = platinas_weapons[a]; create.onStand = true; create.standPos = weaponPosition.position; Vector3 scale = create.transform.localScale; scale.x = WeaponSize; scale.y = WeaponSize; create.transform.localScale = scale; Weapon_2 @object = Instantiate(create, weaponPosition.position, Quaternion.identity); return(@object); // if (ImpactEffect != null) // { // Instantiate(ImpactEffect, GranadePosition, Quaternion.identity); // } } else { return(null); } }
public void Select() { Weapon_2 send = null; int a = Random.Range(1, 7); if (a == 1 && Lenghts[0] != 0) { int i = Random.Range(0, Lenghts[0]); send = LowChanceWeapons[i]; } else { if (a > 1 && a < 4 && Lenghts[1] != 0) { int i = Random.Range(0, Lenghts[1]); send = MidChanceWeapons[i]; } else { if (Lenghts[2] != 0) { int i = Random.Range(0, Lenghts[2]); send = HighChanceWeapons[i]; } } } if (send != null) { Spawn(send); } }
public void EquipWeapon(Weapon_2 weapon) { Vector3 Scale = weapon.transform.localScale; if (control.m_FacingRight) { if (Mathf.Sign(weapon.transform.localScale.x) < 0) { Scale.x *= -1; } } else { if (Mathf.Sign(weapon.transform.localScale.x) > 0) { Scale.x *= -1; } } weapon.pj = this; weapon.onStand = false; weapon.transform.localScale = Scale; weapon.control = control; control.weapon = weapon; Grabbing = true; weapon.IsGrabbed = true; weapon.weaponslot = PosSlot; weapon.objectTag = gameObject.tag; last_weapon = weapon; }
public void Spawn(Weapon_2 spawn) { spawn.onStand = true; spawn.standPos = pos; lastWeapon = Instantiate(spawn, pos, Quaternion.identity); Vector3 scale = lastWeapon.transform.localScale; scale.x = WeaponSize; scale.y = WeaponSize; lastWeapon.transform.localScale = scale; }
void OnTriggerEnter2D(Collider2D other) { @object = other.GetComponent <Movement>(); weapon = other.GetComponent <Weapon_2>(); if (@object) { @object.TakeDamage(); } else if (weapon) { Destroy(other.gameObject); } }
public void Throw(float ForceUp, float UpTime) { Weapon_2 WeaponCheck = @object.GetComponent <Weapon_2>(); autodestroy AutoDestroyCheck = @object.GetComponent <autodestroy>(); if (!AutoDestroyCheck) { if (WeaponCheck != null) { if (!WeaponCheck.IsGrabbed) { @object.GetComponent <Rigidbody2D>().velocity = new Vector2(0, ForceUp * MultiplierForObjects); } } else { @object.GetComponent <Rigidbody2D>().velocity = new Vector2(0, ForceUp); } } }
// Update is called once per frame void Update() { MovimientoHorizontal = Input.GetAxisRaw(StrHorizontal) * VelocidadMovimiento; if (Input.GetButtonDown(StrJump)) { salto = true; Anim.SetTrigger("Salto"); } if (control.m_FacingRight) { multiplier = 1; } else { multiplier = -1; } control.Move(MovimientoHorizontal * Time.fixedDeltaTime, false, salto); salto = false; /* * if (rb.velocity.y < 0) * { * rb.velocity += Vector2.up * Physics2D.gravity.y * (fallmultiplier - 1) * Time.fixedDeltaTime; * } * else if (rb.velocity.y > 0 && !Input.GetButton("Jump")) * {*/ rb.velocity += Vector2.up * Physics2D.gravity.y * (lowjumpmultiplier - 1) * Time.fixedDeltaTime; // } if (Input.GetButtonDown(StrHab)) { Debug.Log(multiplier); if (poderes != null) { poderes.multiplier = multiplier; switch (MyCharacter) { case Character.Mark: poderes.UseMark(); break; case Character.Platina: Weapon_2 pipo = poderes.UsePlatina(); if (pipo != null) { DropWeapon(true); EquipWeapon(pipo); } break; } } } if (Input.GetButtonDown(StrGrab)) { if (Grabbing == false) { last_weapon = null; Weapon_2 weapon; weapon = null; Collider2D[] weaponsTop = Physics2D.OverlapCircleAll(TopTransform.position, GrabRange, MaskWeapon); Collider2D[] weaponsBot = Physics2D.OverlapCircleAll(BottomTransform.position, GrabRange, MaskWeapon); int i; if (weaponsBot.Length != 0) { i = Random.Range(0, weaponsBot.Length); weapon = weaponsBot[i].GetComponent <Weapon_2>(); } if (weaponsTop.Length != 0) { i = Random.Range(0, weaponsTop.Length); weapon = weaponsTop[i].GetComponent <Weapon_2>(); } if (weapon != null) { EquipWeapon(weapon); } } else { DropWeapon(true); } } }