Example #1
0
    private void Start()
    {
        foreach (var weapon in debugAvailableWeapons)
        {
            RobotWeaponsManager.Instance.UnlockWeapon(weapon);
        }

        availableWeapons = new LinkedList <WeaponPickerElement>();

        foreach (var unlockedWeapon in RobotWeaponsManager.Instance.GetWeapons())
        {
            var startPos = new Vector3(400, 0, -1);

            // The spatula sprite is not aligned with the position of the root game object because its pivot is funny
            // We have to hardcode a different position
            if (unlockedWeapon.weaponName == "spatula")
            {
                startPos = new Vector3(300, 75, -1);
            }

            var weapon = Instantiate(unlockedWeapon.prefab, Vector3.zero, Quaternion.identity, transform);
            weapon.transform.localScale   *= 50;
            weapon.transform.localPosition = startPos;
            weapon.gameObject.SetActive(false);

            var pickerElement = new WeaponPickerElement(unlockedWeapon, weapon.gameObject);
            availableWeapons.AddLast(pickerElement);
        }
        RenderCurrentWeapon();
    }
Example #2
0
    private void RenderCurrentWeapon()
    {
        if (currentWeaponIndex == null)
        {
            currentWeaponIndex = availableWeapons.First;
        }

        if (activeWeapon != null)
        {
            activeWeapon.instance.SetActive(false);
        }
        if (availableWeapons.Count == 0)
        {
            // No weapons unlocked
        }
        else
        {
            activeWeapon = currentWeaponIndex.Value;
            activeWeapon.instance.SetActive(true);
        }
    }