Exemple #1
0
    private void SetCurrentWeapon(EnumWeapons _enumWeapon)
    {
        //no casteamos el arma en concreto hasta asignarla en currentWeapon
        switch (_enumWeapon)
        {
        //case EnumWeapons.GreatSword:
        //    currentWeapon = (wGreatSword)GetWeaponByTag(_enumWeapon);
        //    break;
        case EnumWeapons.GreatHammer:
            currentWeapon = (wGreatHammer)GetWeaponByTag(_enumWeapon);
            break;

        case EnumWeapons.KnightSword:
            currentWeapon = (wKnightSword)GetWeaponByTag(_enumWeapon);
            break;

        case EnumWeapons.KnightShield:
            currentShield = (wKnightShield)GetWeaponByTag(_enumWeapon);
            break;

        default:
            break;
        }
        HealthManager.instance.UpdateWeaponFrame(currentWeapon.WeaponSprite);
        Debug.Log("Arma cambiada a " + _enumWeapon.ToString());
    }
    void SwitchWeapon(EnumWeapons code)
    {
        var currentWeapon = weaponPosition.GetComponentInChildren <BaseWeapon> ();

        if (code == EnumWeapons.FIRST_WEAPON)
        {
            if (WeaponCollectedController.CurrentFirstWeapon != null)
            {
                if (currentWeapon != null)
                {
                    Destroy(currentWeapon.gameObject);
                }

                Instantiate(WeaponCollectedController.CurrentFirstWeapon, weaponPosition.position,
                            weaponPosition.rotation, weaponPosition);
            }
        }
        else if (code == EnumWeapons.SECOND_WEAPON)
        {
            if (WeaponCollectedController.CurrentSecondWeapon != null)
            {
                if (currentWeapon != null)
                {
                    Destroy(currentWeapon.gameObject);
                }

                Instantiate(WeaponCollectedController.CurrentSecondWeapon, weaponPosition.position,
                            weaponPosition.rotation, weaponPosition);
            }
        }
    }
Exemple #3
0
 private Weapon GetWeaponByTag(EnumWeapons _enumWeapon)
 {
     foreach (var weapon in playerWeapons)
     {
         if (weapon.tag == _enumWeapon.ToString())
         {
             if (weapon.tag == EnumWeapons.KnightShield.ToString())//ToDo: no esta bien gestionado el tener el escudo en las armas
             {
                 continue;
             }
             return(weapon.GetComponent <Weapon>());
         }
     }
     return(null);
 }