public void Activate(GrenadeCurrent gc) { grenadeCurrent = gc; useRef = GetComponent <UseableObjectUse>(); switch (useRef.useableItemIndex) { case 7: explodeOnContact = true; break; case 8: explodeOnContact = true; break; case 9: explodeOnContact = true; break; case 10: timeFinished = Time.time + gc.earthShakerTimeSetting; useTimer = true; break; case 11: useProx = true; break; case 12: timeFinished = Time.time + gc.nitroTimeSetting; useTimer = true; break; case 13: explodeOnContact = true; break; default: break; } ToggleTexture(); tickFinished = Time.time + tickTime; active = true; }
void Start() { GrenadeInstance = this; GrenadeInstance.grenadeCurrent = 0; // Current slot in the grenade inventory (7 slots) GrenadeInstance.grenadeIndex = 0; // Current index to the grenade look-up tables nitroTimeSetting = Const.a.nitroDefaultTime; earthShakerTimeSetting = Const.a.earthShDefaultTime; }
void Awake() { Instance = this; Instance.grenadeCurrent = 0; // Current slot in the grenade inventory (7 slots) Instance.grenadeIndex = 0; // Current index to the grenade look-up tables }