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>(); }
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]); } }
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; } }
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; } } }
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(); }