/// <summary>
    /// Awake is called when the script instance is being loaded.
    /// </summary>
    void Awake()
    {
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
        }
        else
        {
            Instance = this;
        }
        weaponStats = Resources.Load <WeaponStatsSO>("ScriptableObjects/WeaponStats");

        Weapons = new List <RangedWeapon>();
        Object[] objects = Resources.LoadAll("Weapons");

        foreach (Object obj in objects)
        {
            GameObject weapon = (GameObject)obj;
            weapon = Instantiate(weapon);
            weapon.transform.position = transform.position;
            weapon.transform.SetParent(this.transform);
            weapon.SetActive(false);
            RangedWeapon      rangedWeapon = weapon.GetComponent <RangedWeapon>();
            RangedWeaponStats stats        = new RangedWeaponStats();
            foreach (RangedWeaponStats s in weaponStats.stats)
            {
                if (s.name == rangedWeapon.GetType().Name)
                {
                    stats = s;
                    break;
                }
            }
            rangedWeapon.stats = stats;
            rangedWeapon.CalculateUpgradeCost();
            Weapons.Add(rangedWeapon);
        }
        //have to subtract 1 since pistol is not part of drops
        weaponDrops = new string[Weapons.Count - 1];

        int weaponIndex = 0;
        int dropIndex   = 0;

        while (weaponIndex < Weapons.Count)
        {
            RangedWeapon weapon = Weapons[weaponIndex];
            if (weapon.GetType() == typeof(Pistol))
            {
                weaponIndex++;
            }
            else
            {
                weaponDrops[dropIndex] = weapon.GetType().Name + "Drop";
                weaponIndex++;
                dropIndex++;
            }
        }
    }
Example #2
0
    private bool SalvageWeaponForAmmo(RangedWeapon itemToSalvage)
    {
        bool salvagedSuccess = false;

        if (itemToSalvage != null)
        {
            salvagedSuccess = player.Ammunition.Add((itemToSalvage).AmmoClip.CurrentAmmoRaw);
            if (salvagedSuccess)
            {
                if (itemToSalvage == player.CurrentWeapon)
                {
                    player.UpdatePlayerCurrentWeapon(null);
                }

                EventAggregator.GetInstance().Publish <OnPlayerAmmoChangedEvent>(new OnPlayerAmmoChangedEvent(player.playerNumber, player.Ammunition));
                AudioManager.Play("SalvagedWeapon");
                ItemFocused = false;
                player.InteractionPanel.RemoveInteractionPanel();
                Debug.Log("InventoryHandler: " + itemToSalvage.GetType() + " weapon salvaged for ammo.");
                Destroy(itemToSalvage.gameObject);

                if (InventoryHUDFocused)
                {
                    InventoryHUD.OnItemRemove(0);
                    player.InteractionPanel.RemoveLoadBar();
                }
            }
            else
            {
                Debug.Log("InventoryHandler: Cannot salvage weapon, Im already maxed out on ammo");
                player.InteractionPanel.ShowRejectedLoadBar();
            }
        }
        return(salvagedSuccess);
    }