Example #1
0
    void WeaponSwitch()
    {
        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            if (indexWeapons == nbWeapons - 1)
            {
                indexWeapons = 0;
            }
            else
            {
                indexWeapons++;
            }
            audioPlayer.PlayOneShot(switchWeapon);
        }
        else if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            if (indexWeapons == 0)
            {
                indexWeapons = nbWeapons - 1;
            }
            else
            {
                indexWeapons--;
            }
            audioPlayer.PlayOneShot(switchWeapon);
        }

        if (Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            switch (indexWeapons)
            {
            case 0:
                weapon = weaponTypes.Sword;
                weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/sword", typeof(Sprite)) as Sprite;
                break;

            case 1:
                weapon = weaponTypes.Gun;
                weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/gun", typeof(Sprite)) as Sprite;
                break;

            case 2:
                weapon = weaponTypes.ShotGun;
                weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/shotgun", typeof(Sprite)) as Sprite;
                break;

            case 3:
                weapon = weaponTypes.PsyBall;
                weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/remote", typeof(Sprite)) as Sprite;
                break;

            case 4:
                weapon = weaponTypes.Boomerang;
                weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/crossMerang", typeof(Sprite)) as Sprite;
                break;
            }
        }
    }
Example #2
0
 public Weapon(string WeaponName)
 {
     Name = WeaponName;
     switch (Name)
     {
         case "dagger":
             type = weaponTypes.melee;
             TypeOfDamage = damageTypes.stab;
             mindamage = 1;
             maxdamage = 2;
             break;
         case "baton":
             type = weaponTypes.melee;
             TypeOfDamage = damageTypes.smash;
             mindamage = 1;
             maxdamage = 1;
             break;
         case "katar":
             type = weaponTypes.melee;
             TypeOfDamage = damageTypes.stab;
             mindamage = 2;
             maxdamage = 3;
             break;
         //just for lulz
         case "concept-art drawing":
             type = weaponTypes.melee;
             TypeOfDamage = damageTypes.smash;
             mindamage = 1;
             maxdamage = 1;
             break;
         //If you see this ingame, then there is probaby a bug somewhere
         default:
             Name = "Default_Weapon";
             type = weaponTypes.melee;
             TypeOfDamage = damageTypes.smash;
             mindamage = 1;
             maxdamage = 1;
             break;
     }
     if (type == weaponTypes.melee)
     {
         Appearance = ')';
         Color = ConsoleColor.White;
     }
 }
Example #3
0
    void WeaponSwitch()
    {
        if(Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            if (indexWeapons == nbWeapons - 1) indexWeapons = 0;
            else indexWeapons++;
            audioPlayer.PlayOneShot(switchWeapon);
        }
        else if(Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            if (indexWeapons == 0) indexWeapons = nbWeapons -1;
            else indexWeapons--;
            audioPlayer.PlayOneShot(switchWeapon);
        }

        if(Input.GetAxis("Mouse ScrollWheel") != 0)
        {
            switch (indexWeapons)
            {
                case 0:
                    weapon = weaponTypes.Sword;
                    weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/sword", typeof(Sprite)) as Sprite;
                    break;
                case 1:
                    weapon = weaponTypes.Gun;
                    weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/gun", typeof(Sprite)) as Sprite;
                    break;
                case 2:
                    weapon = weaponTypes.ShotGun;
                    weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/shotgun", typeof(Sprite)) as Sprite;
                    break;
                case 3:
                    weapon = weaponTypes.PsyBall;
                    weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/remote", typeof(Sprite)) as Sprite;
                    break;
                case 4:
                    weapon = weaponTypes.Boomerang;
                    weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/crossMerang", typeof(Sprite)) as Sprite;
                    break;
            }
        }
    }
Example #4
0
 public void EquipMelee()
 {
     equippedWeaponType = weaponTypes.Melee;
 }
Example #5
0
 public void EquipSecondary()
 {
     equippedWeaponType = weaponTypes.Secondary;
 }
Example #6
0
 public void EquipPrimary()
 {
     equippedWeaponType = weaponTypes.Primary;
 }
Example #7
0
        //Tony: These let you add items and instantiate them at the same time. Quite useful, maybe.
        private static object Weapon(weaponTypes weaponType)
        {
            Weapon weapon = new Weapon(weaponType);

            return(weapon);
        }
Example #8
0
    private void ChooseSecondary(weaponTypes weapon)
    {
        secondaryWeapon = weapon;

        switch (weapon)
        {
        case weaponTypes.GATLING:
            sGatButton.interactable = false;

            sRailButton.interactable = true;
            sShotButton.interactable = true;
            sSawButton.interactable = true;

            foreach (GameObject g in rightGatGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in rightRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightSawGO) {
                g.SetActive (false);
            }

            break;
        case weaponTypes.RAIL:
            sRailButton.interactable = false;

            sGatButton.interactable = true;
            sShotButton.interactable = true;
            sSawButton.interactable = true;

            foreach (GameObject g in rightRailGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in rightGatGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightSawGO) {
                g.SetActive (false);
            }

            break;
        case weaponTypes.SHOT:
            sShotButton.interactable = false;

            sGatButton.interactable = true;
            sRailButton.interactable = true;
            sSawButton.interactable = true;

            foreach (GameObject g in rightShotGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in rightRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightGatGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightSawGO) {
                g.SetActive (false);
            }

            break;
        case weaponTypes.SAW:
            sSawButton.interactable = false;

            sGatButton.interactable = true;
            sRailButton.interactable = true;
            sShotButton.interactable = true;

            foreach (GameObject g in rightSawGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in rightRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in rightGatGO) {
                g.SetActive (false);
            }

            break;
        }
    }
Example #9
0
    private void ChoosePrimary(weaponTypes weapon)
    {
        primaryWeapon = weapon;

        switch (weapon)
        {
        case weaponTypes.GATLING:
            pGatButton.interactable = false;

            pRailButton.interactable = true;
            pShotButton.interactable = true;
            pSawButton.interactable = true;

            foreach (GameObject g in leftGatGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in leftRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftSawGO) {
                g.SetActive (false);
            }

            break;
        case weaponTypes.RAIL:
            pRailButton.interactable = false;

            pGatButton.interactable = true;
            pShotButton.interactable = true;
            pSawButton.interactable = true;

            foreach (GameObject g in leftRailGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in leftGatGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftSawGO) {
                g.SetActive (false);
            }
            break;
        case weaponTypes.SHOT:
            pShotButton.interactable = false;

            pGatButton.interactable = true;
            pRailButton.interactable = true;
            pSawButton.interactable = true;

            foreach (GameObject g in leftShotGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in leftRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftGatGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftSawGO) {
                g.SetActive (false);
            }
            break;
        case weaponTypes.SAW:
            pSawButton.interactable = false;

            pGatButton.interactable = true;
            pRailButton.interactable = true;
            pShotButton.interactable = true;

            foreach (GameObject g in leftSawGO) {
                g.SetActive (true);
            }

            foreach (GameObject g in leftRailGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftShotGO) {
                g.SetActive (false);
            }
            foreach (GameObject g in leftGatGO) {
                g.SetActive (false);
            }
            break;
        }
    }