public static void AddNewSkladStorage(string NameFaction) { const int Pistols = 1000; const int Rifle = 1000; const int SMG = 1500; const int Shotgun = 2500; const int Melee = 2500; const int Armor = 2500; const int Medicals = 2500; switch (NameFaction) { case "Start": Dictionary <string, string> parametersStatr = new Dictionary <string, string> { { "@NameFaction", NameFaction }, { "@Pistols", Pistols.ToString() }, { "@Rifle", Rifle.ToString() }, { "@SMG", SMG.ToString() }, { "@Shotgun", Shotgun.ToString() }, { "@Melee", Melee.ToString() }, { "@Armor", Armor.ToString() }, { "@Medicals", Medicals.ToString() } }; DataTable resultStatr = Database.ExecutePreparedStatement("INSERT INTO sklad_faction_storages (NameFaction, Pistols, Rifle, SMG, Shotgun, Melee, Armor, Medicals) " + DatabaseValues, parametersStatr); break; } }
static void Main(string[] argv) { Weapon AK47 = new Rife("AK 47", 200, 100); Weapon SawOff = new Shotgun("SawOff", 500, 150); Weapon Mp5 = new SMG("Mp5", 150, 200); AK47.fire(); }
// Update is called once per frame void Update() { GameObject Pistol = GameObject.Find("SMGOff"); if (Pistol != null) { SMG Shoot = GameObject.Find("SShooT").GetComponent <SMG>(); Shoot.Holders = globalAmmo; } }
private void OnCollisionEnter(Collision collision) { Debug.Log(collision.gameObject.name); if (collision.gameObject.tag == "Player") { Debug.Log("clided"); SMG gun = this; collision.gameObject.GetComponent <PC>().SetWeapon(gun); // PhotonNetwork.Destroy(this.gameObject); // collision.transform.GetComponent<PhotonView>().RPC("SetWeapon", Photon, gun); } }
public static void SaveSMG(SMG smg) { BinaryFormatter formatter = new BinaryFormatter(); // allows conversion to a binary format string sFilePath = Application.persistentDataPath + "/SMG.sdat"; // creates a persistant path to the save file meaning it doesn't get moved around the system FileStream stream = new FileStream(sFilePath, FileMode.Create); // create the save file on the system SMGData smgData = new SMGData(smg); // get the player information defined in the PlayerData.cs script formatter.Serialize(stream, smgData); // serialize our data into a binary format stream.Close(); // close our stream to stop leaks }
void Start() { smg = GameObject.Find("MP5").GetComponent <SMG>(); go_PlayerController = GameObject.FindGameObjectWithTag("Player"); playerController = go_PlayerController.GetComponent <PlayerController>(); if (playerController.bFacingRight == true) { bulletRigidBody2D.velocity = Vector2.right * fBulletSpeed; } else { bulletRigidBody2D.velocity = Vector2.right * -fBulletSpeed; } }
public override void Spawn() { int index = Random.Range(0, smgPrefabs.Length); if (count < maxCount && timer >= spawnCooltme) { timer = 0; Vector3 position = GetSpawonPosition(0, 0); position.y = smgPrefabs[index].transform.position.y; SMG smg = Instantiate(smgPrefabs[index], position, smgPrefabs[index].transform.rotation); smg.SetSpawnerDelegate(new OnChildDestroyCallback(OnChildDestroy)); count++; } }
// Start is called before the first frame update void Start() { animr = GetComponent <Animator>(); smg = FindObjectOfType <SMG>(); smg.cam = GetComponentInChildren <Camera>(); controllerMode = true; shieldMat = shield.GetComponent <MeshRenderer>().material; shieldMat.SetFloat("_Alpha", 0); shield.SetActive(false); powerBar = FindObjectOfType <PowerBar>(); }
// Use this for initialization private void Start() { if (isLocalPlayer) { m_CharacterController = GetComponent <CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_MouseLook.Init(transform, m_Camera.transform); currentPower = PowerUp.NONE; health = gameObject.GetComponent <Health>(); inventory = gameObject.GetComponent <Inventory>(); powerActive = false; doubleDamageVar = false; pistol.SetActive(true); SMG.SetActive(false); chatUp = false; //Attaches the gun to the camera foreach (Transform child in transform) { if (child.CompareTag("Rifle")) { child.SetParent(Camera.main.transform, false); Vector3 newPos = child.position; newPos.y -= 0.5f; newPos.z -= 0.05f; child.position = newPos; break; } } powerUpTimerText = GameObject.FindGameObjectWithTag("Timer").GetComponent <Text>(); powerUpTimerText.text = ""; powerEffect.Add(PowerUp.DOUBLE_DAMAGE, doubleDamage); powerEffect.Add(PowerUp.FAST_FIRE, fastFire); powerEffect.Add(PowerUp.FAST_MOVE, fastWalk); powerEffect.Add(PowerUp.JUMP_HIGH, jumpHigh); powerEffect.Add(PowerUp.INVINCIBLE, invincible); } }
public void WeaponSelect() { switch (Weapon) { case ("Sniper"): Sniper newSniper = new Sniper(Name, FireRate, Range, GunEnd); break; case ("Rifle"): Rifle newRifle = new Rifle(Name, FireRate, Range, GunEnd); break; case ("SMG"): SMG newSMG = new SMG(Name, FireRate, Range, GunEnd); break; case ("Shotgun"): Shotgun newGun = new Shotgun(Name, FireRate, Range, GunEnd); break; } }
private void SetCommand() { _weapons = new Weapon[6]; _weapons[0] = new Pistol(); pistol.coolTime = FileManager.weaponInfo["pistol_respawn"]; pistol.divCooltime = 1 / pistol.coolTime; Copy_Paste(_weapons[0], pistol); _weapons[1] = new SMG(); smg.coolTime = FileManager.weaponInfo["smg_respawn"]; smg.divCooltime = 1 / smg.coolTime; Copy_Paste(_weapons[1], smg); _weapons[2] = new Sniper(); sniper.coolTime = FileManager.weaponInfo["sniper_respawn"]; sniper.divCooltime = 1 / sniper.coolTime; Copy_Paste(_weapons[2], sniper); _weapons[3] = new AR(); ar.coolTime = FileManager.weaponInfo["ar_respawn"]; ar.divCooltime = 1 / ar.coolTime; Copy_Paste(_weapons[3], ar); _weapons[4] = new SG(); sg.coolTime = FileManager.weaponInfo["sg_respawn"]; sg.divCooltime = 1 / sg.coolTime; Copy_Paste(_weapons[4], sg); _weapons[5] = new Grenade(); grenade.coolTime = FileManager.weaponInfo["grenade_respawn"]; grenade.divCooltime = 1 / grenade.coolTime; Copy_Paste(_weapons[5], grenade); for (i = 0; i < _weapons.Length; i++) { _weapons[i].Init(); } }
void Start() { smg = GameObject.Find("MP5").GetComponent <SMG>(); }
// Use this for initialization void Start() { healthBar = GameObject.Find("HealthBar").GetComponent <RectTransform>(); gmanager = GameObject.Find("GameManager").GetComponent <GameManager>(); maxHealth = health; playerAnimsCont = GetComponent <Animation>(); playerCol = GetComponent <CapsuleCollider>(); PlayerAnimator = GetComponent <Animator>(); weppos = GameObject.FindGameObjectWithTag("WepActiveLoc"); wepPanel = GameObject.FindGameObjectWithTag("WeaponsPanel"); ArmMover = GameObject.FindGameObjectWithTag("ArmMover"); PHand = ArmMover.GetComponent <ArmMover>().playerHand; playerarm = GetComponent <AimIK>(); GameObject[] arr = GameObject.FindGameObjectsWithTag("PlayerWeapon"); if (arr.Length < maxWeapons) { weapons = new GameObject[arr.Length]; } else { weapons = new GameObject[maxWeapons]; } wepbuts = new Button[wepPanel.GetComponentsInChildren <Button>(true).Length]; wepbuts = wepPanel.GetComponentsInChildren <Button>(true); int count = 0; foreach (GameObject arrItem in arr) { if (arrItem.name == "SMG") { SMG script = arrItem.GetComponent <SMG>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } if (arrItem.name == "Sword") { Sword script = arrItem.GetComponent <Sword>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } if (arrItem.name == "Pistol") { Pistol script = arrItem.GetComponent <Pistol>(); weapons[script.weaponIndex] = arrItem; if (script.equiped) { wepbuts[script.weaponIndex].gameObject.SetActive(true); } } arrItem.SetActive(false); count++; } if (weapons[currentWeaponIndex] != null) { weapon = weapons[currentWeaponIndex]; } else { weapon = weapons[0]; } }
public SMGData(SMG smg) { fSMGDamage = smg.fDamage; fSMGOverheat = smg.fOverHeatRate; }
// Use this for initialization void Awake() { Instance = GetComponent <SMG>(); }
// Update is called once per frame private void Update() { if (!isLocalPlayer) { return; } Cursor.lockState = CursorLockMode.None; Cursor.lockState = CursorLockMode.Confined; Cursor.visible = true; Camera.main.transform.position = transform.position + transform.up * 0.5f; Camera.main.transform.parent = transform; if (Input.GetKeyDown(KeyCode.Escape)) { chatUp = !chatUp; } if (!chatUp) { //equip smg if (Input.GetKeyDown(KeyCode.O)) { Debug.Log("SMG equipped"); smgE = true; pistolE = false; pistol.SetActive(false); SMG.SetActive(true); //equip pistol } else if (Input.GetKeyDown(KeyCode.P)) { Debug.Log("Pistol equipped"); smgE = false; pistolE = true; pistol.SetActive(true); SMG.SetActive(false); } //for activating power ups //testing purposes ONLY /*if (Input.GetKeyDown(KeyCode.I)) { * inventory.AddPowerUp(PowerUp.FAST_MOVE); * } * else if (Input.GetKeyDown(KeyCode.G)) { * inventory.AddPowerUp(PowerUp.DOUBLE_DAMAGE); * } * else if (Input.GetKeyDown(KeyCode.F)) { * inventory.AddPowerUp(PowerUp.FAST_FIRE); * } * else if (Input.GetKeyDown(KeyCode.B)) { * inventory.AddPowerUp(PowerUp.INVINCIBLE); * } * else if (Input.GetKeyDown(KeyCode.J)) { * inventory.AddPowerUp(PowerUp.JUMP_HIGH); * }*/ //Check if the player wishes to use a power up if (!powerActive) { if (Input.GetButtonDown("Inventory1")) { currentPower = inventory.getPowerUp(1); if (currentPower != PowerUp.NONE) { inventory.RemovePowerUp(1); powerEffect[currentPower](); powerActive = true; } } else if (Input.GetButtonDown("Inventory2")) { currentPower = inventory.getPowerUp(2); if (currentPower != PowerUp.NONE) { inventory.RemovePowerUp(2); powerEffect[currentPower](); powerActive = true; } } else if (Input.GetButtonDown("Inventory3")) { currentPower = inventory.getPowerUp(3); if (currentPower != PowerUp.NONE) { inventory.RemovePowerUp(3); powerEffect[currentPower](); powerActive = true; } } else if (Input.GetButtonDown("Inventory4")) { currentPower = inventory.getPowerUp(4); if (currentPower != PowerUp.NONE) { inventory.RemovePowerUp(4); powerEffect[currentPower](); powerActive = true; } } else if (Input.GetButtonDown("Inventory5")) { currentPower = inventory.getPowerUp(5); if (currentPower != PowerUp.NONE) { inventory.RemovePowerUp(5); powerEffect[currentPower](); powerActive = true; } } } else { powerUpTimer -= Time.deltaTime; int g = (int)powerUpTimer; powerUpTimerText.text = g.ToString(); } if (powerUpTimer <= 0.0f) { Debug.Log("Power up over"); if (currentPower == PowerUp.INVINCIBLE) { health.SwitchInvincibility(); } powerUpTimerText.text = ""; m_WalkSpeed = 8; m_JumpSpeed = 6; nextFireP = 0.7f; nextFireS = 0.1f; powerUpTimer = 10.0f; currentPower = PowerUp.NONE; doubleDamageVar = false; powerActive = false; } //countdown timer to allow the player to shoot again its just always subtracting and resets when the player shoots nextFireP -= Time.deltaTime; nextFireS -= Time.deltaTime; //used to fire the guns if (Input.GetButton("Fire1")) { if (smgE && nextFireS <= 0.0f) { CmdfireBullet(); //timer until can shoot again if (currentPower == PowerUp.FAST_FIRE) { nextFireS = 0.05f; } else { nextFireS = 0.1f; } } else if (pistolE && nextFireP <= 0.0f) { CmdfireBullet(); //timer until can shoot again if (currentPower == PowerUp.FAST_FIRE) { nextFireP = 0.35f; } else { nextFireP = 0.7f; } } } RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } }