Example #1
0
    void Awake()
    {
        anim         = GetComponent <Animator>();
        quickSlotsUI = FindObjectOfType <QuickSlotsUI>();
        playerStats  = GetComponentInParent <PlayerStats>();
        inputHandler = GetComponentInParent <InputHandler>();

        WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>();
        foreach (WeaponHolderSlot slot in weaponHolderSlots)
        {
            switch (slot.slotType)
            {
            case WeaponHolderSlot.SlotTypes.leftHand:
                leftHandSlot = slot;
                break;

            case WeaponHolderSlot.SlotTypes.rightHand:
                rightHandSlot = slot;
                break;

            case WeaponHolderSlot.SlotTypes.carryOnBack:
                carryOnBackSlot = slot;
                break;

            default:
                throw new System.NotImplementedException();
            }
        }
    }
Example #2
0
 private void Awake()
 {
     WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>();
     foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots)
     {
         /*if (weaponSlot.isLeftHandSlot)
          * {
          *  leftHandSlot = weaponSlot;
          * }*/
         if (weaponSlot.isRightHandSlot)
         {
             rightHandSlot = weaponSlot;
         }
     }
 }
Example #3
0
    // ---------------------------------------------------------- //

    void UpdateUI()
    {
        // Set weapon to active or disabled based on weapons in inventory
        for (int i = 0; i < weaponHolder.gameObject.transform.childCount; i++)
        {
            // Get the UI slot
            WeaponUpgradeSlot upgradeSlot = contentTransform.GetChild(i).gameObject.GetComponent <WeaponUpgradeSlot>();
            // Get slot from weaponHolder
            WeaponHolderSlot weaponHolderSlot = weaponTransform.GetChild(i).GetComponent <WeaponHolderSlot>();

            upgradeSlot.weaponHolderSlot  = weaponHolderSlot;
            upgradeSlot.weaponNumber.text = (i + 1).ToString();
            upgradeSlot.UpdateSlot();
        }
    }
Example #4
0
 public void Awake()
 {
     WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>();
     foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots)
     {
         if (weaponSlot.isLeftHandSlot)
         {
             leftHandSlot = weaponSlot;
         }
         else if (weaponSlot.isRightHandSlot)
         {
             rightHandSlot = weaponSlot;
         }
     }
 }
Example #5
0
 void ToggleWeaponSlots()
 {
     // Setting weapon Icon UI based on weapons in weaponHolder and if item is bought
     for (int i = 0; i < transform.childCount; i++)
     {
         WeaponHolderSlot weaponHolderSlot = weaponHolder.GetComponent <Transform>().GetChild(i).GetComponent <WeaponHolderSlot>();
         if (weaponHolderSlot.isBought)
         {
             transform.GetChild(i).gameObject.SetActive(true);
         }
         else
         {
             transform.GetChild(i).gameObject.SetActive(false);
         }
     }
 }
Example #6
0
    private void Awake()
    {
        playerManager = GetComponentInParent <PlayerManager>();
        playerStats   = GetComponentInParent <PlayerStats>();

        WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>();
        foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots)
        {
            if (weaponSlot.isLeftHandSlot)
            {
                leftHandSlot = weaponSlot;
            }
            else if (weaponSlot.isRightHandSlot)
            {
                rightHandSlot = weaponSlot;
            }
        }
    }
Example #7
0
    void UpdateWeaponSlots()
    {
        int idx = 0;

        // Set weapon to active or disabled based on weapons in inventory
        for (int i = 0; i < weaponHolder.gameObject.transform.childCount; i++)
        {
            // Get the UI slot
            WeaponSlot slot = transform.GetChild(i).gameObject.GetComponent <WeaponSlot>();
            // Get slot from weaponHolder
            WeaponHolderSlot weaponHolderSlot = weaponHolder.GetComponent <Transform>().GetChild(i).GetComponent <WeaponHolderSlot>();
            // Set UI slot weapon from weaponSlot weapon
            Weapon weapon = weaponHolderSlot.weapon;

            if (weaponHolderSlot.isBought)
            {
                // Check for weapon
                if (weapon != null)
                {
                    slot.weapon            = weapon;
                    slot.weaponNumber.text = (idx + 1).ToString();

                    slot.upgradeIcon.color = colors[weaponHolderSlot.upgradeLevel];

                    slot.UpdateSlot();

                    // Toggle Slot based on selected weapon
                    if (weaponHolder.selectedWeapon == idx)
                    {
                        slot.Toggle(true);
                    }
                    else
                    {
                        slot.Toggle(false);
                    }
                }
                idx++;
            }
            else
            {
                slot.upgradeIcon.color = unBoughtColor;
            }
        }
    }
Example #8
0
    // -------------------------------------------------- //
    // Switching between weapons
    // -------------------------------------------------- //

    public void SelectWeapon()
    {
        int i = 0;

        foreach (Transform weaponHolderSlot in transform)
        {
            weaponHolderSlot.gameObject.SetActive(false);
            WeaponHolderSlot weaponHolderSlot_ = weaponHolderSlot.GetComponent <WeaponHolderSlot>();

            if (weaponHolderSlot_.isBought)
            {
                if (i == selectedWeapon)
                {
                    weaponHolderSlot.gameObject.SetActive(true);
                    currentWeapon = weaponHolderSlot_.weapon;
                }
                i++;
            }
        }
    }
Example #9
0
    private void Awake()
    {
        playerStats     = GetComponentInParent <PlayerStats>();
        playerInventory = GetComponentInParent <PlayerInventory>();

        animator     = GetComponent <Animator>();
        quickSlotsUI = FindObjectOfType <QuickSlotsUI>();

        WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); //array for weapon slots
        foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots)                           //bucle que determina que arma va en la L o en la R
        {
            if (weaponSlot.isLeftHandSlot)                                                   //si el arma es de L
            {
                leftHandSlot = weaponSlot;                                                   //guardar en la var L
            }
            else if (weaponSlot.isRightHandSlot)                                             //si el arma es de R
            {
                rightHandSlot = weaponSlot;                                                  //guardar en la var R
            }
        }
    }