// 2 private void pickupAssaultRifleAmmo() { ammo.AddAmmo(Constants.AssaultRifle, 50); gameUI.SetPickUpText("Assault rifle ammo picked up + 50 ammo"); if (gunEquipper.GetActiveWeapon().tag == Constants.AssaultRifle) { gameUI.SetAmmoText(ammo.GetAmmo(Constants.AssaultRifle)); } }
private void PickupAssaultRifleAmmo() { m_Ammo.AddAmmo(Constants.AssaultRifle, 50); GameUi.SetPickupText("Assault rifle ammo picked up + 50 ammo"); if (m_GunEquipper.GetActiveWeapon().CompareTag(Constants.AssaultRifle)) { GameUi.SetAmmoText(m_Ammo.GetAmmoCount(Constants.AssaultRifle)); } }
private void PickupPistolAmmo() { ammo.AddAmmo(Constants.Pistol, 20); gameUI.SetPickUpText("Pistol ammo picked up + 20 ammo"); if (gunEquipper.GetActiveWeapon().tag == Constants.Pistol) { gameUI.SetAmmoText(ammo.GetAmmo(Constants.Pistol)); } }
public static void LoadFakeDebugSave() { dontWriteFiles = true; int HP = 99999; int MaxHP = 99999; int AP = 99999; int MaxAP = 99999; int level = 1; ArmorType aType = ArmorType.Blue; string[] guns = new string[5] { "fists", "pistol", "shotgun", "rocket", "chaingun" }; AmmoType[] ammoTypes = (AmmoType[])Enum.GetValues(typeof(AmmoType)); Ammo[] ammos = new Ammo[ammoTypes.Length]; for (int i = 0; i < ammoTypes.Length; i++) { AmmoType type = ammoTypes[i]; Ammo ammo = new Ammo(type); ammo.AddAmmo(999); ammos[i] = ammo; } save = new SaveVariables(HP, MaxHP, AP, MaxAP, level, aType, guns, ammos); saveIndex = 0; }
static SaveVariables DefaultSave() { int HP = 100; int MaxHP = 200; int AP = 0; int MaxAP = 100; int level = 1; ArmorType aType = ArmorType.Green; string[] guns = new string[2] { "fists", "pistol" }; AmmoType[] ammoTypes = (AmmoType[])Enum.GetValues(typeof(AmmoType)); Ammo[] ammos = new Ammo[ammoTypes.Length]; for (int i = 0; i < ammoTypes.Length; i++) { AmmoType type = ammoTypes[i]; Ammo ammo = new Ammo(type); if (type == AmmoType.Bullet) { ammo.AddAmmo(75); } ammos[i] = ammo; } return(new SaveVariables(HP, MaxHP, AP, MaxAP, level, aType, guns, ammos)); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { ammoSlot.AddAmmo(ammoType); Destroy(gameObject); } }
private void pickupSniperAmmo() { ammo.AddAmmo(Constants.Sniper, 5); gameUI.SetPickupText("Pickup: Ammo +5"); if (gunEquipper.GetActiveWeapon().tag == Constants.Sniper) { gameUI.SetAmmoText(ammo.GetAmmo(Constants.Sniper)); } }
void OnPick(PlayerCharacterController p) { Ammo PlayerAmmo = p.GetComponent <Ammo>(); if (PlayerAmmo) { PlayerAmmo.AddAmmo(); pickup.PlayPickupFeedback(); Destroy(gameObject); } }
/* * Adding ammo based on type. */ public bool AddAmmo(AmmoType type, int amountToAdd) { for (int i = 0; i < ammos.Length; i++) { Ammo a = ammos[i]; if (a.type == type) { inventoryUpdated = true; return(a.AddAmmo(amountToAdd)); } } print($"Cannot add ammo of type {type.ToString()} as it doesn't exist in our inventory!"); return(false); }
public void Equip(Equipment newItem) { int slotIndex = (int)newItem.equipSlot; Equipment oldItem = null; if (currentEquipment[slotIndex] != null) { oldItem = currentEquipment[slotIndex]; inventory.Add(oldItem); Destroy(currentMeshes[slotIndex].gameObject); } if (onEquipmentChanged != null) { onEquipmentChanged.Invoke(newItem, oldItem); } currentEquipment[slotIndex] = newItem; GameObject newMesh = Instantiate <GameObject>(newItem.go); newMesh.transform.parent = inventory.slots[(int)newItem.equipSlot].transform; newMesh.transform.position = inventory.slots[(int)newItem.equipSlot].transform.position; newMesh.transform.rotation = inventory.slots[(int)newItem.equipSlot].transform.rotation; currentMeshes[slotIndex] = newMesh; if ((int)newItem.equipSlot == 1) { gun = newMesh.GetComponent <GunController>(); if (newMesh.GetComponent <Throwable>()) { currentEquipment[1] = null; } } if ((int)newItem.equipSlot == 2) { inventory.Remove(oldItem); ammo = newMesh.GetComponent <Ammo>(); ammo.AddAmmo(); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { Debug.Log("Player hit resource pickup"); GameObject player = collision.gameObject; switch (type) { case ResourceType.HEALTH: Health health = player.GetComponent <Health>(); health.AddHealth(value); break; case ResourceType.AMMO: Ammo ammo = player.GetComponent <Ammo>(); ammo.AddAmmo(value); break; case ResourceType.MAGIC: Magic magic = player.GetComponent <Magic>(); magic.AddMagic(value); break; case ResourceType.STORY: panel.SetActive(true); break; case ResourceType.WEAPON: Shooting shooting = player.GetComponentInChildren <Shooting>(); shooting.hasShotgun = true; panel.SetActive(true); break; default: break; } Destroy(gameObject); } }
public bool Replenish(Item item) { Ammo newAmmo = null; Item inventoryItem = null; Ammo inventoryAmmo = null; newAmmo = item.GetComponent <Ammo>(); if (newAmmo != null) { inventoryItem = GetItem(newAmmo.ammoType); inventoryAmmo = inventoryItem?.GetComponent <Ammo>(); } if (inventoryAmmo != null && newAmmo != null) { if (inventoryAmmo.ammoType == newAmmo.ammoType) { // swap items if picking up IUsable and we are only carrying ammo if (!(inventoryItem is IUsable) && item is IUsable) { newAmmo.AddAmmo(inventoryAmmo.AllAmmo); RemoveItem(inventoryItem); PoolingManager.Remove(inventoryItem.gameObject, false); EventManager.RaiseOnItemCollected(); return(false); } else if (inventoryAmmo.AddAmmo(newAmmo.AllAmmo)) { item.gameObject.SetActive(false); PoolingManager.Remove(item.gameObject, false); EventManager.RaiseOnItemCollected(); return(true); } } } return(false); }
// 2 private void pickupAssaultRifleAmmo() { ammo.AddAmmo(Constants.AssaultRifle, 50); }
void pickupPistolAmmo() { ammo.AddAmmo(Constants.Pistol, 20); }