public void CmdAddAmmo(GameObject Player, AmmoColors AmmoColor, float CooldownDuration, GameObject AmmoCrate) { WeaponManager WM = Player.GetComponent <WeaponManager>(); switch (AmmoColor) { case AmmoColors.red: WM.AddAmmo(AmmoColor, 15); break; case AmmoColors.yellow: WM.AddAmmo(AmmoColor, 20); break; case AmmoColors.green: WM.AddAmmo(AmmoColor, 10); break; case AmmoColors.white: WM.AddAmmo(AmmoColor, 5); break; default: break; } StartCoroutine(Respawn(CooldownDuration, AmmoCrate)); }
public void AddAmmo(AmmoColors AmmoType, float Amount) { // Add Amount to desired AmmoType switch (AmmoType) { case AmmoColors.red: this.redAmmo += Amount; break; case AmmoColors.yellow: this.yellowAmmo += Amount; break; case AmmoColors.green: this.greenAmmo += Amount; break; case AmmoColors.white: this.whiteAmmo += Amount; break; default: Debug.Log("No AmmoType found"); return; } // Update current ammo if (curColor.ToString().Equals(AmmoType.ToString())) { this.curAmmo += Amount; PUI.RpcUpdateAmmo(curAmmo.ToString()); } }