Example #1
0
    public WeaponInfo(WeaponScript.WeaponType weaponType, WeaponModifier.ModifierNames p_Modifier)
    {
        GameObject prefab = GameMaster.WeaponMngr.GetWeaponPrefab(weaponType);

        weaponPrefab = prefab;
        WeaponModifier.GetModifiedName(p_Modifier, prefab.name, out name);
        modifier = p_Modifier;

        attributes = new Dictionary <string, string>();
    }
Example #2
0
 public GameObject GetWeaponPrefab(WeaponScript.WeaponType type)
 {
     if ((int)type < (int)WeaponScript.WeaponType.NUM_WEAPONS)
     {
         return(weaponPrefabs[(int)type]);
     }
     else
     {
         return(weaponPrefabs[(int)WeaponScript.WeaponType.LASER_MACHINE_GUN]);
     }
 }
Example #3
0
    public void GetModifierRangeForWeapon(WeaponScript.WeaponType weapon, out int start, out int end)
    {
        switch (weapon)
        {
        case WeaponScript.WeaponType.BEAM:
            start = (int)WeaponModifier.BEAM_WEP_START;
            end   = (int)WeaponModifier.BEAM_WEP_END;
            break;

        case WeaponScript.WeaponType.LASER_MACHINE_GUN:
            start = (int)WeaponModifier.PROJ_WEP_START;
            end   = (int)WeaponModifier.PROJ_WEP_END;
            break;

        case WeaponScript.WeaponType.MINE_LAUNCHER:
            start = (int)WeaponModifier.MINE_WEP_START;
            end   = (int)WeaponModifier.MINE_WEP_END;
            break;

        case WeaponScript.WeaponType.MISSILE_LAUNCHER:
            start = (int)WeaponModifier.MISSILE_WEP_START;
            end   = (int)WeaponModifier.MISSILE_WEP_END;
            break;

        case WeaponScript.WeaponType.SCATTER_SHOT:
            start = (int)WeaponModifier.SCATTER_WEP_START;
            end   = (int)WeaponModifier.SCATTER_WEP_END;
            break;

        case WeaponScript.WeaponType.SNIPER:
            start = (int)WeaponModifier.PROJ_WEP_START;
            end   = (int)WeaponModifier.PROJ_WEP_END;
            break;

        default:
            start = (int)WeaponModifier.PROJ_WEP_START;
            end   = (int)WeaponModifier.PROJ_WEP_END;
            break;
        }
    }
Example #4
0
        public void updateAnimationMode()
        {
            Weapontype = GameObject.Find("WeaponsMenu").GetComponent <WeaponControl>().getCurrentWeapon().GetComponent <WeaponScript>().GetWeaponType();

            if (!isStanding)
            {
                if (movementMode == 2)
                {
                    if (Weapontype == WeaponScript.WeaponType.Primary)
                    {
                        animationMode = 4;
                    }
                    else if (Weapontype == WeaponScript.WeaponType.Secundary)
                    {
                        animationMode = 5;
                    }
                    else if (Weapontype == WeaponScript.WeaponType.Melee)
                    {
                        animationMode = 6;
                    }
                }
            }
            else
            {
                if (Weapontype == WeaponScript.WeaponType.Primary)
                {
                    animationMode = 1;
                }
                else if (Weapontype == WeaponScript.WeaponType.Secundary)
                {
                    animationMode = 2;
                }
                else
                {
                    animationMode = 3;
                }
            }
        }
Example #5
0
    void OnEnable()
    {
        currentWeapons = new List <WeaponInfo> ();

        for (int i = 0; i < 8; i++)
        {
            WeaponScript.WeaponType weapon = (WeaponScript.WeaponType)Random.Range(0, (int)WeaponScript.WeaponType.NUM_WEAPONS);

            GameObject g = GameMaster.WeaponMngr.GetWeaponPrefab(weapon);

            int start = 0;
            int end   = 0;

            GameMaster.WeaponMngr.GetModifierRangeForWeapon(weapon, out start, out end);

            WeaponModifier.ModifierNames modifier = (WeaponModifier.ModifierNames)Random.Range(start, end);
            currentWeapons.Add(g.GetComponent <WeaponScript> ().ToInfo(modifier));
        }

        //GameObject g2 = GameMaster.WeaponMngr.GetWeaponPrefab (WeaponScript.WeaponType.MISSILE_LAUNCHER);
        //currentWeapons.Add (g2.GetComponent<WeaponScript> ().ToInfo(WeaponModifier.ModifierNames.));

        PopulateButtons();
    }