private void GetUnlockedWeapons() { int[] uw = SaveSystem.LoadPlayer().uw; foreach (int i in uw) { GameObject b = Instantiate(button) as GameObject; b.SetActive(true); b.GetComponent <InventoryButtonHandler>().SetName(db.GetWeapon(i).GetComponent <WeaponInteract>().weaponName); b.GetComponent <InventoryButtonHandler>().SetDmg(db.GetWeapon(i).GetComponent <WeaponInteract>().damage.ToString()); b.GetComponent <InventoryButtonHandler>().SetAmmo(db.GetWeapon(i).GetComponent <WeaponInteract>().ammo); b.GetComponent <InventoryButtonHandler>().SetIcon(db.GetWeaponIcon(i)); b.GetComponent <InventoryButtonHandler>().id = i; b.transform.SetParent(button.transform.parent, false); } }
IEnumerator SpawnPlayer() { yield return(new WaitForSecondsRealtime(1f)); if (PlayerPrefs.GetInt("Vibrations") == 1) { Handheld.Vibrate(); } switch (PlayerPrefs.GetInt("CharacterId")) { case 1: transform.GetChild(1 - 1).gameObject.SetActive(true); animator = transform.GetChild(1 - 1).transform.GetChild(0).GetComponent <Animator>(); GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(1 - 1).gameObject.SetActive(true); weaponRender = GameObject.Find("WeaponRender1"); MoveSpeed = 0.1f; ability = 1; //weaponRender = transform.GetChild(1 - 1).transform.GetChild(0).GetComponent<GameObject>(); break; case 2: transform.GetChild(2 - 1).gameObject.SetActive(true); animator = transform.GetChild(2 - 1).transform.GetChild(0).GetComponent <Animator>(); GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(2 - 1).gameObject.SetActive(true); weaponRender = GameObject.Find("WeaponRender2"); GameObject.Find("CharProf2").SetActive(true); MoveSpeed = 0.09f; ability = 2; //weaponRender = transform.GetChild(2 - 1).transform.GetChild(0).GetComponent<GameObject>(); break; case 3: transform.GetChild(3 - 1).gameObject.SetActive(true); animator = transform.GetChild(3 - 1).transform.GetChild(0).GetComponent <Animator>(); GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(3 - 1).gameObject.SetActive(true); weaponRender = GameObject.Find("WeaponRender3"); GameObject.Find("CharProf3").SetActive(true); MoveSpeed = 0.11f; ability = 3; //weaponRender = transform.GetChild(3 - 1).transform.GetChild(0).GetComponent<GameObject>(); break; case 4: transform.GetChild(4 - 1).gameObject.SetActive(true); animator = transform.GetChild(4 - 1).transform.GetChild(0).GetComponent <Animator>(); GameObject.Find("CharProf").transform.GetChild(0).transform.GetChild(4 - 1).gameObject.SetActive(true); weaponRender = GameObject.Find("WeaponRender4"); GameObject.Find("CharProf4").SetActive(true); MoveSpeed = 0.07f; ability = 4; //weaponRender = transform.GetChild(4 - 1).transform.GetChild(0).GetComponent<GameObject>(); break; } Instantiate(spawnDust, transform.position, Quaternion.identity); PlaySound("spawn"); StartCoroutine(cam.GetComponent <CameraShake>().Shake(0.15f, 0.2f, transform)); InventoryDataBase db = GameObject.Find("Inventory").GetComponent <InventoryDataBase>(); SetWeaponInSlot(Instantiate(db.GetWeapon(SaveSystem.LoadPlayer().cw[0])), 1); SetWeaponInSlot(Instantiate(db.GetWeapon(SaveSystem.LoadPlayer().cw[1])), 2); ChangeCurrentGunSlot(1); }