// Start is called before the first frame update void Start() { // Select weapon to use // TODO: Create method for selecting the starting weapon GameObject weaponPrefab = weapons[0]; // Instantiate weapon and move to correct location // TODO: Move to separate method Vector3 weaponPos = new Vector3(transform.position.x, transform.position.y, transform.position.z + 2.0f); currentWeapon = Instantiate(weaponPrefab, weaponPos, weaponPrefab.transform.rotation); currentWeapon.transform.position = weaponPos; currentWeapon.transform.SetParent(transform, true); currWeaponInterface = currentWeapon.GetComponent <iWeapon>(); }
public Elf(string in_name, string in_title, int [] stats, iWeapon in_wep, iArmor in_armor, iAction in_attack, iAction in_block, iAction in_evade) { name = in_name; title = in_title; race = "Elf"; Str = stats[0]; Dex = stats[1] + 2; Con = stats[2]; Int = stats[3]; Wis = stats[4]; Cha = stats[5]; hp = 10 + Helper.Helper.Mod(Con); weapon = in_wep; armor = in_armor; AC = Helper.Helper.AC(this); Attack = in_attack; Block = in_block; Evade = in_evade; }
private bool canThrowGrenade = true; // put all this grenade stuff in its own script private void Start() { weapon = GetComponentInChildren <iWeapon>(); rb = GetComponent <Rigidbody>(); GameManager.OnEnd += Die; }
private void FindWeapon() { weapon = GetComponentInChildren <iWeapon>(); weapon.OnFire += Tick; energyConsumption = weapon.GetConsumption(); }