private void InitWeapon() { weapons[NORMAL] = new NormalWeapon(shotPosTrans, true); weapons[DOUBLE] = new DoubleCannon(shotPosTrans, true); weapons[LASER] = new Laser(shotPosTrans, true); missile = new Missile(shotPosTrans, true); currentWeaponIdx = 0; currentWeapon = weapons[currentWeaponIdx]; }
private void InitWeapon() { //weapons[0] = new GuidedWeapon(shotPosTrans, "Enemy"); weapons[0] = new NormalWeapon(shotPosTrans, true); weapons[1] = new DoubleCannon(shotPosTrans, true); weapons[2] = new Laser(shotPosTrans, true); missile = new Missile(shotPosTrans, true); currentWeaponIdx = 0; currentWeapon = weapons[currentWeaponIdx]; }
protected override void InitWeapon() { base.InitWeapon(); weapons[0] = new NormalWeapon(shotPosTrans, true); weapons[1] = new DoubleCannon(shotPosTrans, true); weapons[2] = new Laser(shotPosTrans, true); missile = new Missile(new Transform[] { transform, shotPosTrans[1], shotPosTrans[2] }, true); missile.LevelUp(); currentWeaponIdx = 0; currentWeapon = weapons[currentWeaponIdx]; SetOptionActive(false); }
protected override void InitWeapon() { ShotPosMarker[] markers = GetComponentsInChildren <ShotPosMarker>(); if (markers.Length > 0) { shotPosTrans = new Transform[10]; for (int i = 0; i < markers.Length; i++) { shotPosTrans[i] = markers[i].transform; } } weapons[0] = new NormalWeapon(shotPosTrans, true); weapons[1] = new DoubleCannon(shotPosTrans, true); weapons[2] = new Laser(shotPosTrans, true); missile = new Missile(shotPosTrans, true); laser = new BulletDamage(); currentWeaponIdx = 0; currentWeapon = weapons[currentWeaponIdx]; }