public void OnWorldSpawn() { worldSpawned = true; if (PowerupManager.GetPowerupStatus(Powerups.ExtraAmmo)) { ammo += ammo; } }
public void Start() { hp = GetComponentInParent <Health>(); hp.OnDamage += OnDamage; if (PowerupManager.GetPowerupStatus(Powerups.StrongHealthPacks)) { healAmount += healAmount; } OnTakeOut += TakingOut; }
// Update is called once per frame void FixedUpdate() { PlayerInputClass inputState = manager.PlayerInputState; HealingGun.ammunition.UpdateHealthPackAmmo(); if (inputState != null) { if (inputState.Switch) { if (HealingGun.gameObject.activeSelf) { HealingGun.Shoot(); } else if (!switchingWeapons) { SwitchWeapon(); } } if (inputState.Swap) { WeaponPickup p = manager.GetPickup(); if (!HealingGun.gameObject.activeSelf && p != null) { int c = p.AmmoInClip; int a = p.ammo; Debug.Log("Swapping: (" + c.ToString() + "," + a.ToString() + ")"); if (p.nonreloadable && p.worldSpawned && PowerupManager.GetPowerupStatus(Powerups.ExtraAmmo)) { c += Mathf.CeilToInt((float)c / 4); } bool taken = SwapWeapon(p.weaponType, p.transform, a, c); if (taken) { p.TakePickup(); } } } if (inputState.Heal && HealingGun.ammunition.remainingAmmo > 0 && playerHealth.currentHealth < playerHealth.maxHealth - 1) { if (!switchingWeapons) { SwitchWeapon(HealingGun, GetCurrentWeapon()); } } } }
public static void ResetCash() { if (CashManager.CashSystem != null) { if (PowerupManager.GetPowerupStatus(Powerups.Investment)) { CashManager.CashSystem.cash = PowerupManager.PowerupSystem.investmentBuffer; PowerupManager.PowerupSystem.investmentBuffer = 0; return; } CashManager.CashSystem.cash = 0; } }
public override void SetAmmo(int ammo) { if (PowerupManager.GetPowerupStatus(Powerups.ExtendedMag)) { clipSize += Mathf.FloorToInt((float)clipSize / 2);; } if (ammo == -1) { ammoInClip = clipSize; } else { ammoInClip = ammo; } }
public static void AddCash(int amount) { if (PowerupManager.GetPowerupStatus(Powerups.Multiplier)) { amount = Mathf.RoundToInt(amount * 1.5f); } amount *= Multiplier; if (CashManager.CashSystem != null) { CashManager.CashSystem.cash += amount; if (CashManager.OnGainScore != null) { CashManager.OnGainScore(amount); } } }
protected override IEnumerator TakeOutSequence() { gunLocked = true; switchedBack = false; //failSafeStamp = Time.time + takeOutTime + healTime + 0.2f; //failSafe = true; putAwayAnimations.ResetPosition(); if (!PowerupManager.GetPowerupStatus(Powerups.MobileHealthPacks)) { movement.speed = moveSpeed; } anim.SetTrigger("Play"); if (OnTakeOut != null) { OnTakeOut(); } yield return(new WaitForSeconds(takeOutTime)); isReady = true; yield return(new WaitForSeconds(healTime)); movement.speed = originalPlayerSpeed; TakeAmmo(1); Health hp = GetComponentInParent <Health>(); if (hp != null) { if (OnHeal != null) { OnHeal(hp.currentHealth / hp.maxHealth); } hp.AddHealth(healAmount); } SoundFXPlayer.SFX.PlaySound(healSound); Shoot(); }
void Start() { if (startingWeapon) { if (PowerupManager.GetPowerupStatus(Powerups.ExtendedMag)) { clipSize += Mathf.FloorToInt((float)clipSize / 2); ammoInClip = clipSize; } if (PowerupManager.GetPowerupStatus(Powerups.ExtraAmmo)) { ammunition.SetAmmo(120); } } lastTakeOutTime = Time.time; if (ImpactFX != null) { OnHit += SpawnEffect; } currentConeSize = coneRange.x; }
// Start is called before the first frame update void Start() { if (weapons[1] != null) { weapons[1].gameObject.SetActive(false); } weapons[0].gameObject.SetActive(true); weapons[0].TakeOutWeapon(); playerHealth = GetComponentInParent <PlayerHealth>(); PlayerManager.OnNearPickup += OnNearPickup; if (PowerupManager.GetPowerupStatus(Powerups.MaxHealthPacks)) { HealingGun.ammunition.SetAmmo(3); } else { HealingGun.ammunition.SetAmmo(0); } }
// Update is called once per frame void Update() { UpdateHealthBar(); if (Time.time > grenadeSwitchOff && grenadeIcon.activeSelf) { grenadeIcon.SetActive(false); } if (levelClear) { int continueValue = PowerupManager.GetPowerupStatus(Powerups.Investment)? CashManager.Cash : 0; Debug.Log("Player has $" + continueValue); curSecondaryCash = Mathf.RoundToInt(Mathf.Lerp(curSecondaryCash, continuing? continueValue : CashManager.Cash, 12 * Time.deltaTime)); if (continuing) { if (Mathf.Abs(curSecondaryCash - continueValue) < 4) { curSecondaryCash = continueValue; } } else { if (Mathf.Abs(curSecondaryCash - CashManager.Cash) < 4) { curSecondaryCash = CashManager.Cash; } } secondaryCashText.text = "$" + curSecondaryCash.ToString(); } else { cashText.text = "$" + CashManager.Cash.ToString(); } }