private void Start() { if (gameObject.GetComponent <CreateNewAmmo>()) { CreateNewAmmo a = gameObject.GetComponent <CreateNewAmmo>(); itemAmmo = a.NewAmmo; Destroy(a); } Transform _weight = gameObject.transform.Find("Weight"); Transform _name = gameObject.transform.Find("Type"); switch (itemAmmo.AmmoTypes) { case BaseAmmo.AmmoType.HandgunAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.hgAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.hgAmmoWeight * PlayerStats.hgAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.ShotgunShells: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.sgAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.sgAmmoWeight * PlayerStats.sgAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.RifleAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.rifleAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.rifleAmmoWeight * PlayerStats.rifleAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.AssaultRifleAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.arAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.arAmmoWeight * PlayerStats.arAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.MachinegunAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.mgAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.mgAmmoWeight * PlayerStats.mgAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.MagnumAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.magnumAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.magnumAmmoWeight * PlayerStats.magnumAmmo) * 100) / 100).ToString() + " lbs"; break; case BaseAmmo.AmmoType.ExplosiveRounds: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.explosiveAmmo + ")"; _weight.GetComponent <Text>().text = (Mathf.Round((PlayerStats.explosiveAmmoWeight * PlayerStats.explosiveAmmo) * 100) / 100).ToString() + " lbs"; break; } }
public MovingTurretShot(Game game, BaseTurret emitter) : base(game) { // TODO: Construct any child components here ammo = emitter.CurrentAmmoType; maxSpeed = ammo.baseSpeed * emitter.ammoSpeedModifier; acceleration = ammo.baseAcceleration * emitter.ammoAccelerationModifier; lifetime_ms = ammo.baseLifetime_ms * emitter.ammoLifetimeModifier; damage = ammo.baseDamage * emitter.ammoDamageModifier; position = emitter.EntrancePoint; center = new Vector2(ammo.texture.Width / 2, ammo.texture.Height); rotation = emitter.rotation; moveDirection = new Vector2((float)-Math.Sin(rotation), (float)-Math.Cos(rotation)); // ToDo: Mit drehung des turrets syncen currentSpeed = 0.0f; }
} //end of function public void PickedUpAmmo(BaseAmmo myAmmo) { itemAmmo = myAmmo; Transform _weight = gameObject.transform.Find("Weight"); Transform _name = gameObject.transform.Find("Type"); _weight.GetComponent <Text>().text = itemAmmo.Weight.ToString() + " lbs"; switch (itemAmmo.AmmoTypes) { case BaseAmmo.AmmoType.HandgunAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.hgAmmo + ")"; break; case BaseAmmo.AmmoType.ShotgunShells: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.sgAmmo + ")"; break; case BaseAmmo.AmmoType.RifleAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.rifleAmmo + ")"; break; case BaseAmmo.AmmoType.AssaultRifleAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.arAmmo + ")"; break; case BaseAmmo.AmmoType.MachinegunAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.mgAmmo + ")"; break; case BaseAmmo.AmmoType.MagnumAmmo: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.magnumAmmo + ")"; break; case BaseAmmo.AmmoType.ExplosiveRounds: _name.GetComponent <Text>().text = itemAmmo.ItemName + "(" + PlayerStats.explosiveAmmo + ")"; break; } itemAmmo.Quantity = 0; }
public void SetWeapon(int s) { foreach (BaseWeapon bw in allWeapons) { if (s == bw.weaponID) { currWeapon = allWeapons[s]; sr.sprite = currWeapon.sprite; foreach (BaseAmmo ba in allAmmos) { if (ba.ammoType == currWeapon.bulletType) { currAmmo = ba; ammoImage.sprite = currAmmo.sprite; break; } } shootSpeedReal = 0f; break; } } }
public bool RestoreAmmo(BaseAmmo ammoPack) { return(RestoreAmmo(ammoPack.ProjectileType, ammoPack.Count)); }
public void DropAmmo(BaseAmmo myAmmo) { dropAmmo = myAmmo; gameObject.GetComponent <AmmoDisplay>().myText.text = dropAmmo.AmmoTypes.ToString(); }
public abstract Vector AmmoRespawnSpot(BaseAmmo pAmmo);
public abstract float AmmoRespawnTime(BaseAmmo pAmmo);
public abstract AmmoRespawn AmmoShouldRespawn(BaseAmmo pAmmo);
public void TransferData(BaseAmmo ammo) { shopAmmo = ammo; }
public void CreateAmmo() { newAmmo = new BaseAmmo(); newAmmo.ItemID = Random.Range(0, 10000); int temp = Random.Range(0, 7); newAmmo.MapIcon = Resources.Load <Sprite>("Icons/MapIcons/Ammo"); switch (temp) { default: newAmmo.SellValue = 2; newAmmo.AmmoTypes = BaseAmmo.AmmoType.HandgunAmmo; //assigning the name newAmmo.ItemName = "Handgun Bullets"; newAmmo.ItemDesc = "9mm handgun bullets."; newAmmo.Quantity = Random.Range(5, 10); newAmmo.Weight = newAmmo.Quantity * PlayerStats.hgAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Handgun"); break; case 1: newAmmo.SellValue = 5; newAmmo.AmmoTypes = BaseAmmo.AmmoType.ShotgunShells; //assigning the name newAmmo.ItemName = "Shotgun Shells"; newAmmo.ItemDesc = "12 gauge shells."; newAmmo.Quantity = Random.Range(1, 3); newAmmo.Weight = newAmmo.Quantity * PlayerStats.sgAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Shotgun"); break; case 2: newAmmo.SellValue = 4; newAmmo.AmmoTypes = BaseAmmo.AmmoType.RifleAmmo; //assigning the name newAmmo.ItemName = "Rifle Rounds"; newAmmo.ItemDesc = "30 caliber rounds."; newAmmo.Quantity = Random.Range(1, 3); newAmmo.Weight = newAmmo.Quantity * PlayerStats.rifleAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Rifle"); break; case 3: newAmmo.SellValue = 1; newAmmo.AmmoTypes = BaseAmmo.AmmoType.MachinegunAmmo; //assigning the name newAmmo.ItemName = "Machinegun Bullets"; newAmmo.ItemDesc = ".40 carbine bullets."; newAmmo.Quantity = Random.Range(10, 20); newAmmo.Weight = newAmmo.Quantity * PlayerStats.mgAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Machinegun"); break; case 4: newAmmo.SellValue = 2; newAmmo.AmmoTypes = BaseAmmo.AmmoType.AssaultRifleAmmo; //assigning the name newAmmo.ItemName = "Assault Rifle Bullets"; newAmmo.ItemDesc = "5.56 NATO rounds."; newAmmo.Quantity = Random.Range(5, 15); newAmmo.Weight = newAmmo.Quantity * PlayerStats.arAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/AssaultRifle"); break; case 5: newAmmo.SellValue = 8; newAmmo.AmmoTypes = BaseAmmo.AmmoType.MagnumAmmo; //assigning the name newAmmo.ItemName = "Magnum Rounds"; newAmmo.ItemDesc = ".357 magnum rounds."; newAmmo.Quantity = Random.Range(1, 2); newAmmo.Weight = newAmmo.Quantity * PlayerStats.magnumAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Magnum"); break; case 6: newAmmo.SellValue = 12; newAmmo.AmmoTypes = BaseAmmo.AmmoType.ExplosiveRounds; //assigning the name newAmmo.ItemName = "Explosive Rounds"; newAmmo.ItemDesc = "These can be used with the heavier artilery."; newAmmo.Quantity = 1; newAmmo.Weight = newAmmo.Quantity * PlayerStats.explosiveAmmoWeight; newAmmo.Icon = Resources.Load <Sprite>("Icons/Ammo/Explosive"); break; } }
public override Vector AmmoRespawnSpot(BaseAmmo pAmmo) { return(pAmmo.Origin); }
public override float AmmoRespawnTime(BaseAmmo pAmmo) { return(-1); }
public override AmmoRespawn AmmoShouldRespawn(BaseAmmo pAmmo) { return(AmmoRespawn.No); }