Example #1
0
    public override void Save(GameObject obj)
    {
        GunBase g = obj.GetComponent <GunBase> ();

        this.gunName               = g.gunName;
        this.reloadDelay           = g.reloadDelay;
        this.primaryFireCooldown   = g.primaryFireCooldown;
        this.secondaryFireCooldown = g.secondaryFireCooldown;
        this.maxAmmo               = g.maxAmmo;
        this.curAmmo               = g.curAmmo;
        this.magSize               = g.magSize;
        this.ammo = g.ammo;
        this.primaryFireAmmoCost   = g.primaryFireAmmoCost;
        this.secondaryFireAmmoCost = g.secondaryFireAmmoCost;
        this.switchBusyTime        = g.switchBusyTime;
        this.busy       = g.busy;
        this.reloading  = g.reloading;
        this.autoReload = g.autoReload;
        this.autoFire   = g.autoFire;
        this.equipped   = g.equipped;
        this.rot        = g.transform.rotation;
        this.pos        = g.transform.position;
        this.layer      = g.gameObject.layer;

        /*switch (g.GetType ()) { // C# doesn't support switches on types :v
         * case RocketLauncher:
         *  type = GunType.RocketLauncher;
         *  break;
         * case TractorGrapple:
         *  type = GunType.TractorGrapple;
         *  break;
         * case RecoilGun:
         *  type = GunType.RecoilGun;
         * }*/
        if (g.GetType() == typeof(RocketLauncher))
        {
            type = GunType.RocketLauncher;
        }
        else if (g.GetType() == typeof(TractorGrapple))
        {
            type = GunType.TractorGrapple;
        }
        else if (g.GetType() == typeof(RecoilGun))
        {
            type = GunType.RecoilGun;
        }
    }