Example #1
0
    void Start()
    {
        player      = GameObject.Find("Player");
        mscr        = player.GetComponent <MoveScript>();
        gamemanager = GameObject.Find("GameManager");
        itemList    = gamemanager.GetComponent <ItemScript>();
        //making items in shop random by taking them from the list


        weaponAvail  = itemList.Weapons[Random.Range(1, itemList.Weapons.Count)];
        passiveAvail = itemList.Passives[Random.Range(1, itemList.Passives.Count)];
        usableAvail  = itemList.Usables[Random.Range(1, itemList.Usables.Count)];
        bonusAvail   = itemList.Bonuses[Random.Range(1, itemList.Bonuses.Count)];
        //
        //just for indication ;)
        bonusname   = bonusAvail.Name;
        usablename  = usableAvail.Name;
        passivename = passiveAvail.Name;
        weaponame   = weaponAvail.Name;
        if (weaponAvail == mscr.primary || weaponAvail == mscr.secondary)
        {
            while (weaponAvail == mscr.primary || weaponAvail == mscr.secondary)
            {
                weaponAvail = itemList.Weapons[Random.Range(1, itemList.Weapons.Count)];
            }
        }
        if (usableAvail == mscr.activeusable)
        {
            while (usableAvail == mscr.activeusable)
            {
                usableAvail = itemList.Usables[Random.Range(1, itemList.Usables.Count)];
            }
        }
        for (int x = 0; x < itemontable.Length; x++)
        {
            //display sprites
            GameObject placeholder;
            placeholder = itemontable[x];
            if (wep == false)
            {
                placeholder.GetComponent <SpriteRenderer>().sprite = weaponAvail.Shopsprite;
                wep = true;
            }
            else if (pass == false)
            {
                placeholder.GetComponent <SpriteRenderer>().sprite = passiveAvail.Shopsprite;
                pass = true;
            }
            else if (use == false)
            {
                placeholder.GetComponent <SpriteRenderer>().sprite = usableAvail.Shopsprite;
                use = true;
            }
            else if (bonus == false)
            {
                placeholder.GetComponent <SpriteRenderer>().sprite = bonusAvail.Shopsprite;
                bonus = true;
            }
        }
    }
Example #2
0
    private void timer_spawn_timeout()
    {
        difficulty_coef = lvl.get_difficulty();
        //ganerate random bonus object
        bonus bonus_object = (bonus)bonus_1.Instance();

        AddChild(bonus_object);

        // random pos
        random_gen.Randomize();
        float pos_x = random_gen.Randi() % game_field_width;

        pos_x = (pos_x >= 0) ? pos_x : pos_x * (-1);
        float pos_y = random_gen.Randi() % game_field_height;

        pos_y = (pos_y >= 0) ? pos_y : pos_y * (-1);
        bonus_object.Position = new Vector2(pos_x, pos_y);

        //random velocity
        float   speed_x     = random_gen.Randi() % (50 + difficulty_coef);
        float   speed_y     = random_gen.Randi() % (50 + difficulty_coef);
        int     direction_x = (int)random_gen.Randi() % 2;
        int     direction_y = (int)random_gen.Randi() % 2;
        Vector2 velocity    = new Vector2(speed_x * direction_x, speed_y * direction_y);

        bonus_object.set_velocity_bonus(velocity);

        //random score
        int score = (int)random_gen.Randi() % 6;

        score = (score < 0) ? (score * -1) + 2 : score + 2;
        bonus_object.set_score_bonus(score);
    }
Example #3
0
        internal static Bonus getBonus(bonus b, Point p)
        {
            MyAttribute local = getAtribute(b);
            Bonus       r     = new Bonus(p, local.tag);

            return(r);
        }
Example #4
0
 private void pictureBox8_Click(object sender, EventArgs e)
 {
     try
     {
         bonus cl = new bonus();
         cl.DataSource = StormSoft.classe.glossaire.GetInstance().sortieBonus();
         ReportPrintTool printTool = new ReportPrintTool(cl);
         printTool.ShowPreviewDialog();
     }
     catch (Exception ex)
     {
         MessageBox.Show(ex.Message);
     }
 }
Example #5
0
 void Start()
 {
     int rand = Random.Range(0, 3);
     if(rand == 0)
     {
         currentBonus = bonus.attaque;
     }
     else if (rand == 1)
     {
         currentBonus = bonus.shield;
     }
     else if (rand == 2)
     {
         currentBonus = bonus.piege;
     }
 }
Example #6
0
            public AfterLevelBonus(bonus b)
            {
                this.name       = "Placeholder";
                this.scoreBonus = 0;
                this.imagePath  = "Nah";

                switch (b)
                {
                case bonus.FC:
                    this.name       = "Full Combo";
                    this.imagePath  = "LootSaber.UI.BonusIcons.FC.png";
                    this.scoreBonus = 1000;
                    break;

                case bonus.SSS:
                    this.name       = "HOW";
                    this.imagePath  = "LootSaber.UI.BonusIcons.SSS.png";
                    this.scoreBonus = 50000;
                    break;

                case bonus.SS:
                    this.name       = "SS Rank";
                    this.imagePath  = "LootSaber.UI.BonusIcons.SS.png";
                    this.scoreBonus = 500;
                    break;

                case bonus.S:
                    this.name       = "S Rank";
                    this.imagePath  = "LootSaber.UI.BonusIcons.S.png";
                    this.scoreBonus = 250;
                    break;

                case bonus.PB:
                    this.name       = "Personal Best";
                    this.imagePath  = "LootSaber.UI.BonusIcons.PB.png";
                    this.scoreBonus = 2000;
                    break;

                case bonus.YT:
                    this.name       = "You Tried";
                    this.imagePath  = "LootSaber.UI.BonusIcons.YT.png";
                    this.scoreBonus = 69;
                    break;
                }
            }
Example #7
0
 public int Del(bonus t)
 {
     return(dao.Del(t));
 }
Example #8
0
 public int Change(bonus t)
 {
     return(dao.Change(t));
 }
Example #9
0
 public int Add(bonus t)
 {
     return(dao.Add(t));
 }
Example #10
0
 public bool Add(bonus us)
 {
     return(ist.Add(us));
 }
Example #11
0
 static MyAttribute getAtribute(bonus b)
 {
     return((MyAttribute)Attribute.GetCustomAttribute(
                typeof(bonus).GetField(Enum.GetName(typeof(bonus), b)),
                typeof(MyAttribute)));
 }
Example #12
0
    public void Initialize()
    {
        pistols = Resources.LoadAll("Sprites/pistols");
        //weapons
        pistols = Resources.LoadAll("Sprites/pistols");
        Weapon EmptyWeapon = new Weapon(0, "Empty", 0, 0, null, 0, 0, 0, 0, 0, null, null, new Vector2(0, 0), 0f, 0f, null, null);

        Weapons.Add(EmptyWeapon);
        Weapon glock17 = new Weapon(1, "Glock 17", 0.0f, 50f, Resources.Load <Sprite>("Sprites/glock"), 0.35f, 0.25f, 25f, Mathf.Infinity, 17, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/glock17") as AudioClip, new Vector2(-0.028f, 0.604f), 2f, -2f, Resources.Load("Sounds/reload") as AudioClip, (Sprite)pistols[1]);

        Weapons.Add(glock17);
        Weapon DEagle = new Weapon(2, "Desert Eagle", 40f, 150f, Resources.Load <Sprite>("Sprites/de"), 0.4f, 0.65f, 60f, 100f, 9, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/de") as AudioClip, new Vector2(-0.028f, 0.604f), 6f, -6f, Resources.Load("Sounds/deagle_reload") as AudioClip, (Sprite)pistols[2]);

        Weapons.Add(DEagle);
        Weapon Kalashnikov = new Weapon(3, "AK 47", 100f, 350f, Resources.Load <Sprite>("Sprites/AK47"), 0.42f, 0.1f, 50f, 250, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/ak47") as AudioClip, new Vector2(0.056f, 0.562f), 5f, -5f, Resources.Load("Sounds/AK47_reload") as AudioClip, Resources.Load <Sprite>("Sprites/ak48"));

        Weapons.Add(Kalashnikov);
        Weapon Barrett = new Weapon(4, "Barrett M82", 350f, 800f, Resources.Load <Sprite>("Sprites/barett"), 1f, 1.5f, 200f, 50, 5, Resources.Load("Prefabs/Barrett bullet") as GameObject, Resources.Load("Sounds/barrett") as AudioClip, new Vector2(0.06f, 0.65f), 0f, 0f, Resources.Load("Sounds/reload") as AudioClip, Resources.Load <Sprite>("Sprites/barrett"));

        Weapons.Add(Barrett);
        Weapon M416 = new Weapon(5, "M416", 200f, 400f, Resources.Load <Sprite>("Sprites/M416"), 0.55f, 0.086f, 40f, 150, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/m416") as AudioClip, new Vector2(0.056f, 0.562f), 3f, -3f, Resources.Load("Sounds/m4_reload") as AudioClip, Resources.Load <Sprite>("Sprites/m417"));

        Weapons.Add(M416);
        Weapon AUG = new Weapon(6, "AUG", 300f, 600f, Resources.Load <Sprite>("Sprites/AUG"), 0.55f, 0.086f, 42f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/aug") as AudioClip, new Vector2(0.056f, 0.562f), 1f, -1f, Resources.Load("Sounds/aug_reload") as AudioClip, Resources.Load <Sprite>("Sprites/aug 1"));

        Weapons.Add(AUG);
        Weapon SW17 = new Weapon(7, "S&W Model 17", 20f, 50f, Resources.Load <Sprite>("Sprites/SW17"), 0.4f, 0.7f, 20f, 100, 6, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/sw17_sound") as AudioClip, new Vector2(-0.028f, 0.604f), 1f, -1f, Resources.Load("Sounds/sw17_reload") as AudioClip, (Sprite)pistols[3]);

        Weapons.Add(SW17);
        Weapon P90 = new Weapon(8, "P90", 200f, 500f, Resources.Load <Sprite>("Sprites/P90"), 0.4f, 0.067f, 45f, 180, 50, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/p90_sound") as AudioClip, new Vector2(0.056f, 0.432f), 1f, -1f, Resources.Load("Sounds/p90_reload") as AudioClip, Resources.Load <Sprite>("Sprites/p91"));

        Weapons.Add(P90);
        Weapon SawedOff = new Weapon(9, "Sawed-off", 100, 150f, Resources.Load <Sprite>("Sprites/sawed-off"), 0.25f, 0.8f, 40f, 50, 2, Resources.Load("Prefabs/shotgun bullet") as GameObject, Resources.Load("Sounds/sawed-off shot") as AudioClip, new Vector2(0.056f, 0.432f), 8, -8, Resources.Load("Sounds/sawed-off reload") as AudioClip, Resources.Load <Sprite>("Sprites/sawed-off1"));

        Weapons.Add(SawedOff);
        Weapon Groza = new Weapon(10, "Groza", 100, 600f, Resources.Load <Sprite>("Sprites/Groza"), 0.42f, 0.08f, 50f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/Groza") as AudioClip, new Vector2(0.056f, 0.432f), 4f, -4f, Resources.Load("Sounds/Groza_reload") as AudioClip, Resources.Load <Sprite>("Sprites/Groza1"));

        Weapons.Add(Groza);
        //TODO: ADD RELOAD SOUND AND SHOTPOINT
        Weapon EngineerGun = new Weapon(11, "Engineer Railgun", 100f, 550f, Resources.Load <Sprite>("Sprites/engineergun 1"), 10f, 0.8f, 40f, 100, 8, Resources.Load("Prefabs/engineer gun bullet") as GameObject, Resources.Load("Sounds/lasershot") as AudioClip, new Vector2(-0.306f, 0.451f), 0f, 0f, Resources.Load("Sounds/Groza_reload") as AudioClip, Resources.Load <Sprite>("Sprites/engineergun"));

        Weapons.Add(EngineerGun);
        //items
        Passive nullpasive = new Passive(0, "Ass", Mathf.Infinity, 0, null);

        Passives.Add(nullpasive);
        AnotherHeart          ah              = new AnotherHeart(1, "AnotherHeart", 75, 125, Resources.Load <Sprite>("Sprites/HeartUp"));
        Cake                  cake            = new Cake(2, "Mysterious Cake", 50, 75, Resources.Load <Sprite>("Sprites/Cake"));
        SuspiciousLookingMush slm             = new SuspiciousLookingMush(3, "Suspicious Looking Mushroom", 50, 75, Resources.Load <Sprite>("Sprites/Slm"));
        GPS_Navigation_System GPS             = new GPS_Navigation_System(4, "GPS navigation system", 50, 200, Resources.Load <Sprite>("Sprites/GPS"));
        VampireTouch          vamp            = new VampireTouch(5, "Vampiric Touch", 75, 130, Resources.Load <Sprite>("Sprites/Vamp"));
        Shield                shieldgenerator = new Shield(6, "Shield generator", 200, 400, Resources.Load <Sprite>("Sprites/shield generator"));
        Charger               charger         = new Charger(7, "Spacebar Charger", 200, 200, Resources.Load <Sprite>("Sprites/charger"));
        Balaclava             balaclava       = new Balaclava(8, "Balaclava", 1000, 300, Resources.Load <Sprite>("Sprites/Alex's balaclava"));
        Magnet                magnet          = new Magnet(9, "Small Magnet", 10f, 75f, Resources.Load <Sprite>("Sprites/magnet"));
        Discount              discount        = new Discount(10, "50% discount", 10f, 600f, Resources.Load <Sprite>("Sprites/discount"));

        Passives.Add(ah);
        Passives.Add(cake);
        Passives.Add(slm);
        Passives.Add(GPS);
        Passives.Add(vamp);
        Passives.Add(shieldgenerator);
        Passives.Add(charger);
        Passives.Add(balaclava);
        Passives.Add(magnet);
        Passives.Add(discount);
        //bonusese
        bonus      zerobonus = new bonus(0, "ASs", 0, 0, null);
        RefillAmmo ammorefil = new RefillAmmo(1, "Ammo Refill", 0, 50, Resources.Load <Sprite>("Sprites/Ammorefil"));
        RefillHP   refillhp  = new RefillHP(2, "HP refill", 0, 75, Resources.Load <Sprite>("Sprites/fullhealth"));

        Bonuses.Add(zerobonus);
        Bonuses.Add(ammorefil);
        Bonuses.Add(refillhp);
        //actives
        UsableItem        nullusable = new UsableItem(0, "ASs", 0, 0, null, 0);
        airstrike         airstrike  = new airstrike(1, "Airstrike", 40, 120, Resources.Load <Sprite>("Sprites/airstrike"), 25);
        PortableBloodBank pbb        = new PortableBloodBank(2, "Portable blood bank", 25, 100, Resources.Load <Sprite>("Sprites/Piggy empty"), 0.1f);
        ammodrop          ad         = new ammodrop(3, "Ammo Delivery", 50, 200, Resources.Load <Sprite>("Sprites/ammodrop"), 25f);
        BerserkerRage     br         = new BerserkerRage(4, "Berserker's Rage", 50, 250, Resources.Load <Sprite>("Sprites/berserker's  rage"), 30);

        Usables.Add(nullusable);
        Usables.Add(airstrike);
        Usables.Add(pbb);
        Usables.Add(ad);
        Usables.Add(br);
    }
Example #13
0
    void Update()
    {
        if (weaponAvail != null && itemontable[0] != null)
        {
            distancewep = itemontable[0].transform.position - player.transform.position;
        }
        else
        {
            distancewep = new Vector2(10000, 10000);
        }

        if (passiveAvail != null && itemontable[1] != null)
        {
            distancepass = itemontable[1].transform.position - player.transform.position;
        }
        else
        {
            distancepass = new Vector2(10000, 10000);
        }


        if (usableAvail != null && itemontable[2] != null)
        {
            distanceuse = itemontable[2].transform.position - player.transform.position;
        }
        else
        {
            distanceuse = new Vector2(10000, 10000);
        }

        if (bonusAvail != null && itemontable[3] != null)
        {
            distancebonus = itemontable[3].transform.position - player.transform.position;
        }
        else
        {
            distancebonus = new Vector2(10000, 10000);
        }


        vectorlenghts = new float[4] {
            distancewep.magnitude, distancepass.magnitude, distanceuse.magnitude, distancebonus.magnitude
        };

        //check if player is in range to shop
        distancefromplayer = this.transform.position - player.transform.position;
        if (distancefromplayer.magnitude <= 5)
        {
            abletoshop = true;
        }
        else
        {
            abletoshop = false;
        }
        if (abletoshop == true)
        {
            ShopCanvas.SetActive(true);
            Animator anim;
            if (vectorlenghts[0] < vectorlenghts[1] && vectorlenghts[0] < vectorlenghts[2] && vectorlenghts[0] < vectorlenghts[3])
            {
                if (itemontable[0] != null)
                {
                    anim = itemontable[0].GetComponent <Animator>();
                    anim.SetBool("ItemActive", true);
                    mscr.iteminrangeshop = weaponAvail;
                    if (itemontable[1] != null)
                    {
                        itemontable[1].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[2] != null)
                    {
                        itemontable[2].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[3] != null)
                    {
                        itemontable[3].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                }
            }
            else if (vectorlenghts[1] < vectorlenghts[0] && vectorlenghts[1] < vectorlenghts[2] && vectorlenghts[1] < vectorlenghts[3])
            {
                if (itemontable[1] != null)
                {
                    anim = itemontable[1].GetComponent <Animator>();
                    anim.SetBool("ItemActive", true);
                    mscr.iteminrangeshop = passiveAvail;
                    if (itemontable[0] != null)
                    {
                        itemontable[0].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[2] != null)
                    {
                        itemontable[2].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[3] != null)
                    {
                        itemontable[3].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                }
            }
            else if (vectorlenghts[2] < vectorlenghts[1] && vectorlenghts[2] < vectorlenghts[0] && vectorlenghts[2] < vectorlenghts[3])
            {
                if (itemontable[2] != null)
                {
                    anim = itemontable[2].GetComponent <Animator>();
                    anim.SetBool("ItemActive", true);
                    mscr.iteminrangeshop = usableAvail;
                    if (itemontable[1] != null)
                    {
                        itemontable[1].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[0] != null)
                    {
                        itemontable[0].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[3] != null)
                    {
                        itemontable[3].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                }
            }
            else if (vectorlenghts[3] < vectorlenghts[1] && vectorlenghts[3] < vectorlenghts[2] && vectorlenghts[3] < vectorlenghts[0])
            {
                if (itemontable[3] != null)
                {
                    anim = itemontable[3].GetComponent <Animator>();
                    anim.SetBool("ItemActive", true);
                    mscr.iteminrangeshop = bonusAvail;
                    if (itemontable[1] != null)
                    {
                        itemontable[1].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[2] != null)
                    {
                        itemontable[2].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                    if (itemontable[0] != null)
                    {
                        itemontable[0].GetComponent <Animator>().SetBool("ItemActive", false);
                    }
                }
            }
            if (mscr.iteminrangeshop != null)
            {
                itemtext.text = mscr.iteminrangeshop.Name;
                if (!mscr.hasDiscount)
                {
                    costText.text = mscr.iteminrangeshop.BuyValue.ToString() + "$";
                }
                else
                {
                    costText.text = Mathf.CeilToInt(mscr.iteminrangeshop.BuyValue / 2).ToString() + "$";
                }
                if (mscr.iteminrangeshop.Type == "Weapon")
                {
                    Weapon placehold = mscr.iteminrangeshop as Weapon;
                    DPSText.text = (Mathf.FloorToInt(placehold.Damage * (1 / placehold.RateOfFire))).ToString() + "DPS";
                }
                else
                {
                    DPSText.text = "";
                }
            }
            else
            {
                itemtext.text = "";
            }
            if (mscr.iteminrangeshop != null)
            {
                if (mscr.money >= mscr.iteminrangeshop.BuyValue || (mscr.hasDiscount && mscr.money >= mscr.iteminrangeshop.BuyValue / 2))
                {
                    affordtext.text = "Press 'E' to buy: " + mscr.iteminrangeshop.Name;
                    if (Input.GetKeyDown(KeyCode.E) && player.GetComponent <MoveScript>().dialogueon == false)
                    {
                        mscr.iteminrangeshop.OnBuy();
                        if (mscr.iteminrangeshop.Type != "Weapon" && mscr.secondary == null)
                        {
                            mscr.secondary = null;
                        }
                        player.GetComponent <MoveScript>().srctwo.PlayOneShot(kaching);
                        foreach (GameObject gobject in itemontable)
                        {
                            if (gobject != null)
                            {
                                if (gobject.GetComponent <SpriteRenderer>().sprite == mscr.iteminrangeshop.Shopsprite)
                                {
                                    if (weaponAvail != null)
                                    {
                                        if (weaponAvail.Shopsprite == gobject.GetComponent <SpriteRenderer>().sprite)
                                        {
                                            weaponAvail = null;
                                        }
                                    }

                                    else if (passiveAvail != null)
                                    {
                                        if (passiveAvail.Shopsprite == gobject.GetComponent <SpriteRenderer>().sprite)
                                        {
                                            passiveAvail = null;
                                        }
                                    }
                                    else if (usableAvail != null)
                                    {
                                        if (usableAvail.Shopsprite == gobject.GetComponent <SpriteRenderer>().sprite)
                                        {
                                            usableAvail = null;
                                        }
                                    }
                                    else if (bonusAvail != null)
                                    {
                                        if (bonusAvail.Shopsprite == gobject.GetComponent <SpriteRenderer>().sprite)
                                        {
                                            bonusAvail = null;
                                        }
                                    }
                                    mscr.iteminrangeshop = null;
                                    Destroy(gobject);
                                    break;
                                }
                            }
                        }
                    }
                }
                else if (mscr.money < mscr.iteminrangeshop.BuyValue)
                {
                    if (mscr.iteminrangeshop != null)
                    {
                        affordtext.text = "You can't afford: " + mscr.iteminrangeshop.Name;
                    }
                }
            }
            else
            {
                affordtext.text = "";
            }
        }
        else
        {
            ShopCanvas.SetActive(false);
            if (itemontable[0] != null)
            {
                itemontable[0].GetComponent <Animator>().SetBool("ItemActive", false);
            }
            if (itemontable[1] != null)
            {
                itemontable[1].GetComponent <Animator>().SetBool("ItemActive", false);
            }
            if (itemontable[2] != null)
            {
                itemontable[2].GetComponent <Animator>().SetBool("ItemActive", false);
            }
            if (itemontable[3] != null)
            {
                itemontable[3].GetComponent <Animator>().SetBool("ItemActive", false);
            }
        }

        /*  if(distancebonus.magnitude+distancepass.magnitude+distanceuse.magnitude+distancewep.magnitude >= 8000)
         * {
         *    ShopCanvas.SetActive(false);
         * }*/
    }
Example #14
0
 public bonus SelectOne(bonus us)
 {
     return(ist.SelectBy(e => e.bon_id == us.bon_id)[0]);
 }
Example #15
0
 public bool Upd(bonus us)
 {
     return(ist.Upd(us));
 }
Example #16
0
    void Start()
    {
        pistols = Resources.LoadAll("Sprites/pistols");
        //weapons
        pistols = Resources.LoadAll("Sprites/pistols");
        Weapon EmptyWeapon = new Weapon(0, "Empty", 0, 0, null, 0, 0, 0, 0, 0, null, null, new Vector2(0, 0), 0f, 0f, null, null);

        Weapons.Add(EmptyWeapon);
        Weapon glock17 = new Weapon(1, "Glock 17", 0.0f, 50f, Resources.Load <Sprite>("Sprites/glock"), 0.35f, 0.25f, 25f, Mathf.Infinity, 17, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/glock17") as AudioClip, new Vector2(-0.028f, 0.604f), 2f, -2f, Resources.Load("Sounds/reload") as AudioClip, (Sprite)pistols[1]);

        Weapons.Add(glock17);
        Weapon DEagle = new Weapon(2, "Desert Eagle", 40f, 150f, Resources.Load <Sprite>("Sprites/de"), 0.4f, 1f, 1f, 100f, 9, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/de") as AudioClip, new Vector2(-0.028f, 0.604f), 6f, -6f, Resources.Load("Sounds/deagle_reload") as AudioClip, (Sprite)pistols[2]);

        Weapons.Add(DEagle);
        Weapon Kalashnikov = new Weapon(3, "AK 47", 100f, 350f, Resources.Load <Sprite>("Sprites/AK47"), 0.42f, 0.1f, 50f, 250, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/ak47") as AudioClip, new Vector2(0.056f, 0.562f), 5f, -5f, Resources.Load("Sounds/AK47_reload") as AudioClip, Resources.Load <Sprite>("Sprites/ak48"));

        Weapons.Add(Kalashnikov);
        Weapon Barrett = new Weapon(4, "Barrett M82", 350f, 800f, Resources.Load <Sprite>("Sprites/barett"), 1f, 1.5f, 200f, 50, 5, Resources.Load("Prefabs/Barrett bullet") as GameObject, Resources.Load("Sounds/barrett") as AudioClip, new Vector2(0.06f, 0.65f), 0f, 0f, Resources.Load("Sounds/reload") as AudioClip, Resources.Load <Sprite>("Sprites/barrett"));

        Weapons.Add(Barrett);
        Weapon M416 = new Weapon(5, "M416", 200f, 400f, Resources.Load <Sprite>("Sprites/M416"), 0.55f, 0.086f, 40f, 150, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/m416") as AudioClip, new Vector2(0.056f, 0.562f), 3f, -3f, Resources.Load("Sounds/m4_reload") as AudioClip, Resources.Load <Sprite>("Sprites/m417"));

        Weapons.Add(M416);
        Weapon AUG = new Weapon(6, "AUG", 300f, 600f, Resources.Load <Sprite>("Sprites/AUG"), 0.55f, 0.086f, 42f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/aug") as AudioClip, new Vector2(0.056f, 0.562f), 1f, -1f, Resources.Load("Sounds/aug_reload") as AudioClip, Resources.Load <Sprite>("Sprites/aug 1"));

        Weapons.Add(AUG);
        Weapon SW17 = new Weapon(7, "S&W Model 17", 20f, 50f, Resources.Load <Sprite>("Sprites/SW17"), 0.4f, 0.7f, 20f, 100, 6, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/sw17_sound") as AudioClip, new Vector2(-0.028f, 0.604f), 1f, -1f, Resources.Load("Sounds/sw17_reload") as AudioClip, (Sprite)pistols[3]);

        Weapons.Add(SW17);
        Weapon P90 = new Weapon(8, "P90", 200f, 500f, Resources.Load <Sprite>("Sprites/P90"), 0.4f, 0.067f, 30f, 180, 50, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/p90_sound") as AudioClip, new Vector2(0.056f, 0.432f), 1f, -1f, Resources.Load("Sounds/p90_reload") as AudioClip, Resources.Load <Sprite>("Sprites/p91"));

        Weapons.Add(P90);
        Weapon SawedOff = new Weapon(9, "Sawed-off", 100, 250, Resources.Load <Sprite>("Sprites/sawed-off"), 0.25f, 0.8f, 20f, 50, 2, Resources.Load("Prefabs/shotgun bullet") as GameObject, Resources.Load("Sounds/sawed-off shot") as AudioClip, new Vector2(0.056f, 0.432f), 8, -8, Resources.Load("Sounds/sawed-off reload") as AudioClip, Resources.Load <Sprite>("Sprites/sawed-off1"));

        Weapons.Add(SawedOff);
        //items
        Passive nullpasive = new Passive(0, "Ass", Mathf.Infinity, 0, null);

        Passives.Add(nullpasive);
        AnotherHeart ah = new AnotherHeart(1, "AnotherHeart", 75, 125, Resources.Load <Sprite>("Sprites/HeartUp"));

        Passives.Add(ah);
        //bonusese
        bonus      zerobonus = new bonus(0, "ASs", 0, 0, null);
        RefillAmmo ammorefil = new RefillAmmo(1, "Ammo Refill", 0, 50, Resources.Load <Sprite>("Sprites/Ammorefil"));
        RefillHP   refillhp  = new RefillHP(2, "HP refill", 0, 75, Resources.Load <Sprite>("Sprites/fullhealth"));

        Bonuses.Add(zerobonus);
        Bonuses.Add(ammorefil);
        Bonuses.Add(refillhp);
        //actives
        UsableItem        nullusable = new UsableItem(0, "ASs", 0, 0, null, 0);
        airstrike         airstrike  = new airstrike(1, "Airstrike", 40, 120, Resources.Load <Sprite>("Sprites/airstrike"), 25);
        PortableBloodBank pbb        = new PortableBloodBank(2, "Portable blood bank", 25, 100, Resources.Load <Sprite>("Sprites/Piggy empty"), 0.1f);
        ammodrop          ad         = new ammodrop(3, "Ammo Delivery", 50, 200, Resources.Load <Sprite>("Sprites/ammodrop"), 25f);

        Usables.Add(nullusable);
        Usables.Add(airstrike);
        Usables.Add(pbb);
        Usables.Add(ad);
    }
Example #17
0
 public bool Del(bonus us)
 {
     return(ist.Del(us));
 }