// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && _weaponSelected != null) { AudioSource.PlayClipAtPoint(fire, Vector3.up); } if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) { _colSelected = Physics2D.OverlapPoint(transform.position); if (_colSelected && _colSelected.tag == "weapon") { AudioSource.PlayClipAtPoint(reload, Vector3.up); _weaponSelected = _colSelected.gameObject.GetComponent<generateWeapon>(); anim = _weaponSelected.GetComponent<Animator>(); _weapon = _weaponSelected.weapon.GetComponent<weapons>(); attachToBody.GetComponent<SpriteRenderer>().sprite = _weapon.attachToBody; weapon2 = weapon.GetComponent<weapon>(); bullet_prefab = weapon.GetComponent<weapon>().bullet_prefab; bullet_prefab.GetComponent<SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i]; _weaponSelected.transform.localScale = Vector3.zero; anim.SetBool("isTake", true); anim.SetBool("isDrop", false); } } if (Input.GetMouseButtonDown (1) && _weaponSelected != null) { anim.SetBool("isTake", false); anim.SetBool("isDrop", true); _weaponSelected.transform.position = transform.position; attachToBody.GetComponent<SpriteRenderer>().sprite = null; _weaponSelected = null; } }
// Start is called before the first frame update public int GetAmmo(weapons currWeapon) { int ammo = 0; switch (currWeapon) { case weapons.SMG: ammo = 70; break; case weapons.ASSAULTRIFLE: ammo = 50; break; case weapons.REVOLVER: ammo = 20; break; case weapons.RPG: ammo = 10; break; } return(ammo); }
public void setActiveWeapon(int i) { iActive = i; activeWeapon = obtainedWeapons[iActive]; print("Setting active weapon to " + activeWeapon); WeaponScreen.getInstance().displayWeaponText(weapons_str[(int)activeWeapon]); }
public void SetWeapon(weapons xd) { int weapon; Random R = new Random(); weapon = R.Next(0, 6); if (weapon == 0) { _weapon = weapons.sword; } else if (weapon == 1) { _weapon = weapons.axe; } else if (weapon == 2) { _weapon = weapons.dagger; } else if (weapon == 3) { _weapon = weapons.fist; } else if (weapon == 4) { _weapon = weapons.Katana; } else if (weapon == 5) { _weapon = weapons.poison_dagger; } }
void swapWeapon(weapons w1, weapons w2) { weapons w = w1; w1 = w2; w2 = w; }
// Use this for initialization void Start() { instance = this; weaponsHold = weapons.grenade; trans_BulletsAndExplode = GameObject.FindWithTag("trans_BulletsAndExplode").transform; }
// Start is called before the first frame update void Start() { source = GetComponent <AudioSource>(); enemy = FindObjectOfType <enemyAI>(); weapons = FindObjectOfType <weapons>(); canvas.enabled = false; }
private void FindWeapon(string name) { weapons Weapon = weaponsDA.GetWeapons(name); if (Weapon != null) { cl.Text = "Classification: "; type_text.Text = "Type: "; ms.Text = "Mag Size: "; et.Text = "Equip Time: "; rt.Text = "Reload Time: "; c.Text = "Cost: "; hd.Text = "Head Damage:"; td.Text = "Torso Damage: "; ld.Text = "Leg Damage: "; weapon_name.Text = name; type.Text = Weapon.WeaponType; classification.Text = Weapon.WeaponClassification; mag_size.Text = Weapon.MagazineSize; equip_time.Text = Weapon.EquipTime; reload_time.Text = Weapon.ReloadTime; cost.Text = Weapon.WeaponCost; head_dmg.Text = Weapon.HeadshotDamage; torso_dmg.Text = Weapon.TorsoDamage; leg_dmg.Text = Weapon.LegDamage; } else { MessageBox.Show($"Invalid Weapon! Try Again!"); } }
public void changeWeapon() { arma = weaponDD.options[weaponDD.value].text; weaponID = (weapons)weaponDD.value; if (accusating) { showInformation(); } }
public Weapon InstantiateWeapon(weapons weapon) { prefab = (GameObject)Resources.Load("Prefabs/Weapons/" + weapon, typeof(GameObject)); GameObject w = Instantiate(prefab, new Vector3(0, 0f, 0f), Quaternion.identity); w.transform.parent = gameObject.transform; w.transform.position += new Vector3(-0.55f, 2.06f, 0); //TODO: add empty gameobject to charactermodel and set it to weapons parent return(w.GetComponent <Weapon>()); }
private void allPlayers(rooms room, weapons weapon, people person) { Room[] r = FindObjectsOfType <Room>(); Weapons[] w = FindObjectsOfType <Weapons>(); Suspects[] s = FindObjectsOfType <Suspects>(); for (int i = 0; i < r.Length; i++) { if (r[i].tipo == room) { r[i].SP[0].GetComponent <TextMeshProUGUI>().color = Color.red; r[i].SP[1].GetComponent <TextMeshProUGUI>().color = Color.red; r[i].SP[2].GetComponent <TextMeshProUGUI>().color = Color.red; r[i].SP[0].GetComponent <TextMeshProUGUI>().text = "???"; r[i].SP[1].GetComponent <TextMeshProUGUI>().text = "???"; r[i].SP[2].GetComponent <TextMeshProUGUI>().text = "???"; } } for (int p = 0; p < w.Length; p++) { if (w[p].tipo == weapon) { w[p].SP[0].GetComponent <TextMeshProUGUI>().color = Color.red; w[p].SP[1].GetComponent <TextMeshProUGUI>().color = Color.red; w[p].SP[2].GetComponent <TextMeshProUGUI>().color = Color.red; w[p].SP[0].GetComponent <TextMeshProUGUI>().text = "???"; w[p].SP[1].GetComponent <TextMeshProUGUI>().text = "???"; w[p].SP[2].GetComponent <TextMeshProUGUI>().text = "???"; } } for (int q = 0; q < s.Length; q++) { if (s[q].tipo == person) { s[q].SP[0].GetComponent <TextMeshProUGUI>().color = Color.red; s[q].SP[1].GetComponent <TextMeshProUGUI>().color = Color.red; s[q].SP[2].GetComponent <TextMeshProUGUI>().color = Color.red; s[q].SP[0].GetComponent <TextMeshProUGUI>().text = "???"; s[q].SP[1].GetComponent <TextMeshProUGUI>().text = "???"; s[q].SP[2].GetComponent <TextMeshProUGUI>().text = "???"; } } }
private void second1Button_CheckedChanged(object sender, EventArgs e) { if (second1Button.Checked && Form1.newCharacter.type == "Barbarian") { Form1.newCharacter.weapon.Add(handaxe); Form1.newCharacter.weapon.Add(handaxe); } else if (second1Button.Checked && Form1.newCharacter.type == "Bard") { Form1.newCharacter.equipment.Add("Diplomat's Pack"); } else if (second1Button.Checked && Form1.newCharacter.type == "Cleric") { Form1.newCharacter.weapon.Add(lightCB); } else if (second1Button.Checked && Form1.newCharacter.type == "Palidin") { weapons javelinx5 = new weapons("Javelin X5", Form1.newCharacter.strMod + Form1.newCharacter.proficiency, "1d6 Piercing"); } else if (second1Button.Checked && Form1.newCharacter.type == "Druid") { Form1.newCharacter.weapon.Add(scimitar); } else if (second1Button.Checked && Form1.newCharacter.type == "Fighter") { Form1.newCharacter.weapon.Add(lightCB); Form1.newCharacter.equipment.Add("Bolts x20"); } else if (second1Button.Checked && Form1.newCharacter.type == "Rogue") { Form1.newCharacter.weapon.Add(shortbow); Form1.newCharacter.equipment.Add("Arrows x20"); } else if (second1Button.Checked && Form1.newCharacter.type == "Sorcerer") { Form1.newCharacter.equipment.Add("Arcane Focus"); } else if (second1Button.Checked && Form1.newCharacter.type == "Warlock") { Form1.newCharacter.equipment.Add("Arcane Focus"); } else if (second1Button.Checked && Form1.newCharacter.type == "Wizard") { Form1.newCharacter.equipment.Add("Arcane Focus"); } }
void Awake() { UI = GameObject.Find("UI(Clone)"); gameObject.GetComponent <halberd>().cooldownIconObject = GameObject.Find("HalberdCD"); gameObject.GetComponent <daggers>().cooldownIconObject = GameObject.Find("DaggerCD"); currencyText = GameObject.Find("Currency").GetComponent <Text>(); rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); cont = GetComponent <SceneController>(); equippedWeapon = gameObject.GetComponent <daggers>(); cam = Camera.main; storeCont = gameObject.GetComponent <StoreController>(); HP = maxHP; renderhealth(); }
public void giveWeapon(weapons weapon) { foreach (weapons wpn in obtainedWeapons) { if (wpn == weapon) { return; } } print("Adding weapon" + weapon); obtainedWeapons.Add(weapon); if (obtainedWeapons.Count == 1) { setActiveWeapon(0); } }
public void create(System.String name, weapons weapon, Vector3 pos) { GameObject objToSpawn = new GameObject(name); objToSpawn.AddComponent <BoxCollider>(); objToSpawn.GetComponent <BoxCollider>().isTrigger = true; objToSpawn.AddComponent <SpriteRenderer>(); objToSpawn.AddComponent <weaponSwap>(); objToSpawn.GetComponent <weaponSwap>().player = player; objToSpawn.GetComponent <weaponSwap>().classType = weapon.GetType(); objToSpawn.GetComponent <SpriteRenderer>().sprite = weapon.Sprite; objToSpawn.transform.parent = GameObject.Find("Weapons").transform; objToSpawn.transform.position = pos; objToSpawn.transform.rotation = new Quaternion(90, 0, 0, 90); objToSpawn.transform.localScale = new Vector3(5, 5, 5); objToSpawn.GetComponent <BoxCollider>().center = new Vector3(0, 0, 0); objToSpawn.GetComponent <BoxCollider>().size = new Vector3(0.09f, 0.14f, 0.2f); }
// Start is called before the first frame update private void Awake() { if (gameObject.CompareTag("PlayerBullet")) { if (!string.IsNullOrEmpty(gameObject.name = "PlayerPistol")) { _weapons = Gun.PlayerPistol; } else if (!string.IsNullOrEmpty(gameObject.name = "PlayerShotGun")) { _weapons = Gun.PlayerShotGun; } } if (gameObject.CompareTag("EnemyBullet")) { _weapons = Gun.EnemyPistol; } }
// Use this for initialization void Start() { equippedUI = GameObject.Find("Canvas/shopPanel/equippedUI"); moneyUI = GameObject.Find("Canvas/shopPanel/moneyUI"); player = GameObject.Find("Player"); WeaponShop = this; fillList(); gameManager.gameManagerr.GetComponent <saveLoad> ().Load(); gameObject.SetActive(false); //gameManager.gameManagerr.GetComponent<saveLoad> ().Load (); weaponSelected = weaponList [0]; itemHeld = itemHolderList [0]; //itemHeld.GetComponent<buyButton>().buttonText.text = "Back"; if (weaponSelected.weaponID == 1) { itemHeld.transform.Find("buyButton").gameObject.GetComponent <buyButton> ().buttonText.text = "Back"; itemHeld.transform.Find("buyButton").gameObject.GetComponent <buyButton> ().GetComponent <Image> ().color = new Color(1f, 0f, 0f, 1f); } }
// Update is called once per frame void Update() { if (playerNumber == 1) { if (Input.GetKeyDown("a")) { curChoice = weapons.rock; addToMoves(); } else if (Input.GetKeyDown("s")) { curChoice = weapons.paper; addToMoves(); } else if (Input.GetKeyDown("d")) { curChoice = weapons.scissors; addToMoves(); } } else if (playerNumber == 2) { if (Input.GetKeyDown("j")) { curChoice = weapons.rock; addToMoves(); } else if (Input.GetKeyDown("k")) { curChoice = weapons.paper; addToMoves(); } else if (Input.GetKeyDown("l")) { curChoice = weapons.scissors; addToMoves(); } } }
public static weapons GetWeapons(string weaponName) { string query = "SELECT name, CASE type WHEN 'Assault Rifles' THEN 'Primary' WHEN 'Sidearms' THEN 'Secondary' WHEN 'Sniper Rifles' THEN 'Primary' WHEN 'Shotguns' THEN 'Primary' WHEN 'Heavy Weapons' THEN 'Primary' WHEN 'SMGs' THEN 'Primary' ELSE 'NaN' END AS type, type AS classification, magazine_size, equip_time, reload_time, cost, headshot_damage, torso_damage, leg_damage FROM weapons WHERE name = (@WeaponName) limit 1"; cmd = DBHelper.GetWeaponQuery(query, weaponName); weapons aUser = null; if (cmd != null) { dt = new DataTable(); sda = new MySqlDataAdapter(cmd); sda.Fill(dt); foreach (DataRow dr in dt.Rows) { string uWeaponName = dr["name"].ToString(); string uWeaponType = dr["type"].ToString(); string uWeaponClassification = dr["classification"].ToString(); string uMagazineSize = dr["magazine_size"].ToString(); string uEquipTime = dr["equip_time"].ToString(); string uReloadTime = dr["reload_time"].ToString(); string uWeaponCost = dr["cost"].ToString(); string uHeadshotDamage = dr["headshot_damage"].ToString(); string uTorsoDamage = dr["torso_damage"].ToString(); string uLegDamage = dr["leg_damage"].ToString(); aUser = new weapons(uWeaponName, uWeaponType, uWeaponClassification, uMagazineSize, uEquipTime, uReloadTime, uWeaponCost, uHeadshotDamage, uTorsoDamage, uLegDamage); } } return(aUser); }
void Start() { audioManager = SoundManagement.instance; if (gameObject.CompareTag("Player")) { if (gameObject.name == "PlayerPistol") { _weapons = Gun.PlayerPistol; } if (gameObject.name == "PlayerShotGun") { _weapons = Gun.PlayerShotGun; } } if (gameObject.CompareTag("Enemy")) { if (gameObject.name == "EnemyPistol") { _weapons = Gun.EnemyPistol; } } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0) && _weaponSelected != null) { AudioSource.PlayClipAtPoint(fire, Vector3.up); } if (Input.GetKeyDown(KeyCode.E) && _weaponSelected == null) { _colSelected = Physics2D.OverlapPoint(transform.position); if (_colSelected && _colSelected.tag == "weapon") { AudioSource.PlayClipAtPoint(reload, Vector3.up); _weaponSelected = _colSelected.gameObject.GetComponent <generateWeapon>(); anim = _weaponSelected.GetComponent <Animator>(); _weapon = _weaponSelected.weapon.GetComponent <weapons>(); attachToBody.GetComponent <SpriteRenderer>().sprite = _weapon.attachToBody; weapon2 = weapon.GetComponent <weapon>(); bullet_prefab = weapon.GetComponent <weapon>().bullet_prefab; bullet_prefab.GetComponent <SpriteRenderer>().sprite = weapon2.bullets[_weaponSelected.i]; _weaponSelected.transform.localScale = Vector3.zero; anim.SetBool("isTake", true); anim.SetBool("isDrop", false); } } if (Input.GetMouseButtonDown(1) && _weaponSelected != null) { anim.SetBool("isTake", false); anim.SetBool("isDrop", true); _weaponSelected.transform.position = transform.position; attachToBody.GetComponent <SpriteRenderer>().sprite = null; _weaponSelected = null; } }
void Update() { if (cam == null) { if (cont.currScene == "Shop") { storeCont.storeDisplay(); } cam = Camera.main; } dir.x = Input.GetAxisRaw("Horizontal"); dir.y = Input.GetAxisRaw("Vertical"); mousePos = cam.ScreenToWorldPoint(Input.mousePosition); face(); #region weaponSwitch if (Input.GetKeyDown(KeyCode.P)) { die(); Debug.Log("Jack committed non-honorable seppuku."); } if (Input.GetKeyDown(KeyCode.Alpha1)) { equippedWeapon = gameObject.GetComponent <daggers>(); Debug.Log("Equipped Daggers."); } if (Input.GetKeyDown(KeyCode.Alpha2)) { equippedWeapon = gameObject.GetComponent <halberd>(); Debug.Log("Equipped Halberd."); } if (Input.GetKeyDown(KeyCode.Alpha3)) { } #endregion #region weaponAttack if (Input.GetButtonDown("Fire1")) { equippedWeapon.basicAttack(); } if (Input.GetButtonDown("Fire2")) { } if (Input.GetKeyDown(KeyCode.Space)) { } #endregion if (Input.GetKeyDown(KeyCode.LeftShift)) { } if (Input.GetKeyDown(KeyCode.B)) { cont.battleScene(); HP = maxHP; } }
public bool[] askedCards(rooms r, weapons w, people p, Player asked) { bool[] haveThisCards = new bool[3]; bool found = false; int i = 0; while (i < asked.roomCards.Count && !found) { if (asked.roomCards.Contains(r)) { found = true; haveThisCards[0] = true; } else { i++; } } i = 0; found = false; while (i < asked.weaponsCards.Count && !found) { if (asked.weaponsCards.Contains(w)) { found = true; haveThisCards[1] = true; } else { i++; } } i = 0; found = false; while (i < asked.peopleCards.Count && !found) { if (asked.peopleCards.Contains(p)) { found = true; haveThisCards[2] = true; } else { i++; } } if (haveThisCards[0] || haveThisCards[1] || haveThisCards[2]) { haveThisCards = random(haveThisCards); return(haveThisCards); } else { bool[] b = new bool[3]; b[0] = false; b[1] = false; b[2] = false; return(b); } }
void Update() { if (!dying) { rb.bodyType = RigidbodyType2D.Dynamic; if (cam == null) { if (cont.currScene == "Shop") { storeCont.storeDisplay(); } cam = Camera.main; } if (UI.GetComponent <Canvas>().worldCamera == null) { UI.GetComponent <Canvas>().worldCamera = Camera.main; } dir.x = Input.GetAxisRaw("Horizontal"); dir.y = Input.GetAxisRaw("Vertical"); mousePos = cam.ScreenToWorldPoint(Input.mousePosition); face(); #region weaponSwitch if (Input.GetKeyDown(KeyCode.Alpha1)) { equippedWeapon = gameObject.GetComponent <dagger>(); Debug.Log("Equipped Daggers."); dagger.equipped = true; halberd.equipped = false; bow.equipped = false; } if (Input.GetKeyDown(KeyCode.Alpha2)) { equippedWeapon = gameObject.GetComponent <halberd>(); Debug.Log("Equipped Halberd."); dagger.equipped = false; halberd.equipped = true; bow.equipped = false; } if (Input.GetKeyDown(KeyCode.Alpha3)) { equippedWeapon = gameObject.GetComponent <bow>(); Debug.Log("Equipped Bow."); dagger.equipped = false; halberd.equipped = false; bow.equipped = true; } #endregion #region weaponAttacks if (Input.GetButtonDown("Fire1")) { equippedWeapon.basicAttack(); } if (Input.GetButtonDown("Fire2")) { equippedWeapon.ability(); } if (Input.GetKeyDown(KeyCode.Space)) { equippedWeapon.ultimate(); } #endregion if (Input.GetKeyDown(KeyCode.LeftShift)) { } if (Input.GetKeyDown(KeyCode.E)) { if (Vector2.Distance(mousePos, transform.position) < 4) { transform.position = new Vector3(mousePos.x, mousePos.y, transform.position.z); } } if (Input.GetKeyDown(KeyCode.N)) { die(); } } else { rb.bodyType = RigidbodyType2D.Static; } }
public void askPlayer(rooms r, weapons w, people p) { int person = 0; bool [] b = new bool[3]; Player pla = FindObjectOfType <GameManager>().playersInGame[FindObjectOfType <StateMachine>().getNextState()]; b = FindObjectOfType <cardBehaviour>().askedCards(r, w, p, pla); person = FindObjectOfType <StateMachine>().getNextState(); if (!b[0] && !b[1] && !b[2]) { pla = FindObjectOfType <GameManager>().playersInGame[FindObjectOfType <StateMachine>().getSecondNextState()]; b = FindObjectOfType <cardBehaviour>().askedCards(r, w, p, pla); person = FindObjectOfType <StateMachine>().getSecondNextState(); } if (b[0] || b[1] || b[2]) { Player thisPlayer = FindObjectOfType <GameManager>().playersInGame[FindObjectOfType <StateMachine>().getCurrentState()]; knownCards kc = new knownCards(); string carta = ""; if (b[0]) { kc.knownRoomCards = r; kc.knownWeapondCards = weapons.noDef; kc.knownPeopleCards = people.noDef; carta = r.ToString(); } else if (b[1]) { kc.knownWeapondCards = w; kc.knownRoomCards = rooms.noDef; kc.knownPeopleCards = people.noDef; carta = w.ToString(); } else { kc.knownPeopleCards = p; kc.knownRoomCards = rooms.noDef; kc.knownWeapondCards = weapons.noDef; carta = p.ToString(); } kc.person = person; if (thisPlayer.humanPlayer) { GameObject.FindGameObjectWithTag("askForCardTag").GetComponent <Text>().text = "El jugador " + pla.name + "\n" + "te dio la carta " + carta; } else { GameObject.FindGameObjectWithTag("askForCardTag").GetComponent <Text>().text = "El jugador " + pla.name + "\n" + " dio una carta a otro jugador"; } Invoke("quitText", 4f); thisPlayer.otherPlayersCards.Add(kc); } }
// Use this for initialization void Start() { myCurrentWeapon = weapons.quillonDagger; }
void singleOrDouble() { maxItem = weaponList.Count; minItem = 1; currentItem = weaponSelected.weaponID - 1; if (pressNum > 1) { // up one //Debug.Log("before:" + currentItem); goBack = true; if (currentItem - minItem < 0) { SoundManager.instance.playSingle(errorSound); // play sound that shop can't go up anymore } else { //Debug.Log (scroller.GetComponent<Scrollbar> ().value); itemHeld.GetComponent <Image>().color = new Color(itemHeld.GetComponent <Image>().color.r, itemHeld.GetComponent <Image>().color.g, itemHeld.GetComponent <Image>().color.b, 1f); currentItem--; if (currentItem == 0 || currentItem == 1) { scroller.GetComponent <Scrollbar> ().value = 1.0f; } else if (currentItem == maxItem - 2) { scroller.GetComponent <Scrollbar> ().value = 0.0f; } else { scroller.GetComponent <Scrollbar> ().value = 1.0f - (currentItem / (float)maxItem); } itemHeld = itemHolderList [currentItem]; weaponSelected = weaponList [currentItem]; //Debug.Log ("after:" + currentItem); } //Debug.Log ("Double"); } else { goBack = true; // down one if (currentItem + minItem == maxItem) { // play sound that shop can't go up anymore SoundManager.instance.playSingle(errorSound); } else { //Debug.Log ("Size:" + weaponList.Count); //Debug.Log (scroller.GetComponent<Scrollbar> ().value); currentItem++; itemHeld.GetComponent <Image>().color = new Color(itemHeld.GetComponent <Image>().color.r, itemHeld.GetComponent <Image>().color.g, itemHeld.GetComponent <Image>().color.b, 1f); if (currentItem == maxItem - 1 || currentItem == maxItem - 2) { scroller.GetComponent <Scrollbar> ().value = 0.0f; } else { scroller.GetComponent <Scrollbar> ().value = 1.0f - (currentItem / (float)maxItem); } itemHeld = itemHolderList [currentItem]; weaponSelected = weaponList [currentItem]; //Debug.Log ("after:" + currentItem); } //Debug.Log ("Single"); } pressNum = 0; pressed = false; }
// Use this for initialization void Start() { currentHp = maxHp; myRig = GetComponent <Rigidbody>(); animator = gunpoconiewiem.GetComponent <Animator>(); bron = new rangedWeapons(); skill_point = 1; dash_lvl1 = false; dash_lvl2 = false; Immaterial_lvl1 = false; Immaterial_lvl2 = false; Heal_lvl1 = false; Heal_lvl2 = false; dmg = true; //zczytuje wartość dla dash i tp if (PlayerPrefs.GetInt("dash") == 1) { dash_lvl1 = true; } if (PlayerPrefs.GetInt("teleport") == 1) { dash_lvl1 = false; dash_lvl2 = true; } //zczytuje wartość dla heal 1 i 2 if (PlayerPrefs.GetInt("heal1") == 1) { Heal_lvl1 = true; } if (PlayerPrefs.GetInt("heal2") == 1) { Heal_lvl1 = false; Heal_lvl2 = true; } //zczytuje wartość dla immaterial 1 i 2 if (PlayerPrefs.GetInt("immaterial1") == 1) { Immaterial_lvl1 = true; } if (PlayerPrefs.GetInt("immaterial2") == 1) { Immaterial_lvl1 = false; Immaterial_lvl2 = true; } //zczytuje wartość currentSkin aby ustawić animatora if (PlayerPrefs.GetInt("currentskin") == 0) { animator.runtimeAnimatorController = silver as RuntimeAnimatorController; } else if (PlayerPrefs.GetInt("currentskin") == 1) { animator.runtimeAnimatorController = red as RuntimeAnimatorController; } else if (PlayerPrefs.GetInt("currentskin") == 2) { animator.runtimeAnimatorController = gold as RuntimeAnimatorController; } }
public void firePromote() //火力提升 { weaponsHold = weapons.missile; }
void Start() { activeWeapon = weapons.NONE; iActive = 0; obtainedWeapons = new List <weapons>(); }
public void InstantiateWeapon(weapons weapon) { var prefab = (GameObject)Resources.Load("Prefabs/Weapons/" + weapon, typeof(GameObject)); Instantiate(prefab, gameObject.transform); }