Example #1
0
    void UpdateCurrentShotLevel()
    {
        shotCount++;
        bulletsForThisLevel--;

        if (bulletsForThisLevel == 0 && currentShotLevelInt < shotLevels.Count - 1)
        {
            currentShotLevelInt++;
            currentShotLevel              = shotLevels[currentShotLevelInt];
            bulletsForThisLevel           = currentShotLevel.availableBullets;
            weaponRenderer.material.color = shotLevels[currentShotLevelInt].colorRay;
        }
        if (currentShotLevelInt == shotLevels.Count - 1)
        {
            availableBulletsText.text = "∞";
        }
        else
        {
            availableBulletsText.text = bulletsForThisLevel.ToString();
        }
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        nView                   = GetComponent <NetworkView>();
        cam                     = GetComponentInChildren <Camera>();
        originAudio             = shotOrigin.GetComponent <AudioSource>();
        playerAudio             = GetComponent <AudioSource>();
        hitSound                = GameSoundManager.instance.hit;
        shotSound               = GameSoundManager.instance.shot;
        gameGUIManager          = GameGUIManager.instance;
        fps                     = GetComponent <FirstPersonController>();
        shootAnim               = GetComponentInChildren <Animator>();
        shotLight               = GetComponent <Light>();
        shotSystem              = shotOrigin.GetComponent <ParticleSystem>();
        weaponRenderer          = weapon.GetComponent <Renderer>();
        weaponRenderer.material = new Material(Shader.Find("Diffuse"));

        shotDispersion                = 0;
        currentShotLevelInt           = 0;
        currentShotLevel              = shotLevels[0];
        bulletsForThisLevel           = shotLevels[0].availableBullets;
        weaponRenderer.material.color = shotLevels[0].colorRay;
        availableBulletsText.text     = bulletsForThisLevel.ToString();
    }