Example #1
0
 private void GetUnlockedWeapons()
 {
     int[] uw = SaveSystem.LoadPlayer().uw;
     foreach (int i in uw)
     {
         GameObject b = Instantiate(button) as GameObject;
         b.SetActive(true);
         b.GetComponent <InventoryButtonHandler>().SetName(db.GetWeapon(i).GetComponent <WeaponInteract>().weaponName);
         b.GetComponent <InventoryButtonHandler>().SetDmg(db.GetWeapon(i).GetComponent <WeaponInteract>().damage.ToString());
         b.GetComponent <InventoryButtonHandler>().SetAmmo(db.GetWeapon(i).GetComponent <WeaponInteract>().ammo);
         b.GetComponent <InventoryButtonHandler>().SetIcon(db.GetWeaponIcon(i));
         b.GetComponent <InventoryButtonHandler>().id = i;
         b.transform.SetParent(button.transform.parent, false);
     }
 }
Example #2
0
    IEnumerator SpawnPlayer()
    {
        yield return(new WaitForSecondsRealtime(1f));

        if (PlayerPrefs.GetInt("Vibrations") == 1)
        {
            Handheld.Vibrate();
        }
        switch (PlayerPrefs.GetInt("CharacterId"))
        {
        case 1:
            transform.GetChild(1 - 1).gameObject.SetActive(true);
            animator = transform.GetChild(1 - 1).transform.GetChild(0).GetComponent <Animator>();
            GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(1 - 1).gameObject.SetActive(true);
            weaponRender = GameObject.Find("WeaponRender1");
            MoveSpeed    = 0.1f;
            ability      = 1;
            //weaponRender = transform.GetChild(1 - 1).transform.GetChild(0).GetComponent<GameObject>();
            break;

        case 2:
            transform.GetChild(2 - 1).gameObject.SetActive(true);
            animator = transform.GetChild(2 - 1).transform.GetChild(0).GetComponent <Animator>();
            GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(2 - 1).gameObject.SetActive(true);
            weaponRender = GameObject.Find("WeaponRender2");
            GameObject.Find("CharProf2").SetActive(true);
            MoveSpeed = 0.09f;
            ability   = 2;
            //weaponRender = transform.GetChild(2 - 1).transform.GetChild(0).GetComponent<GameObject>();
            break;

        case 3:
            transform.GetChild(3 - 1).gameObject.SetActive(true);
            animator = transform.GetChild(3 - 1).transform.GetChild(0).GetComponent <Animator>();
            GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(3 - 1).gameObject.SetActive(true);
            weaponRender = GameObject.Find("WeaponRender3");
            GameObject.Find("CharProf3").SetActive(true);
            MoveSpeed = 0.11f;
            ability   = 3;
            //weaponRender = transform.GetChild(3 - 1).transform.GetChild(0).GetComponent<GameObject>();
            break;

        case 4:
            transform.GetChild(4 - 1).gameObject.SetActive(true);
            animator = transform.GetChild(4 - 1).transform.GetChild(0).GetComponent <Animator>();
            GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(4 - 1).gameObject.SetActive(true);
            weaponRender = GameObject.Find("WeaponRender4");
            GameObject.Find("CharProf4").SetActive(true);
            MoveSpeed = 0.07f;
            ability   = 4;
            //weaponRender = transform.GetChild(4 - 1).transform.GetChild(0).GetComponent<GameObject>();
            break;
        }
        Instantiate(spawnDust, transform.position, Quaternion.identity);
        PlaySound("spawn");
        StartCoroutine(cam.GetComponent <CameraShake>().Shake(0.15f, 0.2f, transform));
        InventoryDataBase db = GameObject.Find("Inventory").GetComponent <InventoryDataBase>();

        SetWeaponInSlot(Instantiate(db.GetWeapon(SaveSystem.LoadPlayer().cw[0])), 1);
        SetWeaponInSlot(Instantiate(db.GetWeapon(SaveSystem.LoadPlayer().cw[1])), 2);
        ChangeCurrentGunSlot(1);
    }