public override void OnInspectorGUI() { if (script == null) { script = (Minigun)target; } base.OnInspectorGUI(); float dmg = script.damage; float rpm = script.fireRate; float dps = (dmg * rpm) / 60f; float ttk = 100f / dps; EditorGUILayout.Space(); GUILayout.Label("Stats:"); GUILayout.Label( $"DMG = {dmg:0.00}\n" + $"RPM = {rpm:0.00}\n" + $"DPS = {dps:0.00}\n" + $"TTK = {ttk:0.00}" ); dmg = script.lvld_damage; rpm = script.lvld_fireRate; dps = (dmg * rpm) / 60f; ttk = 100f / dps; GUILayout.Label("Leveled stats:"); GUILayout.Label( $"DMG = {dmg:0.00}\n" + $"RPM = {rpm:0.00}\n" + $"DPS = {dps:0.00}\n" + $"TTK = {ttk:0.00}" ); }
public void SwapWorksCorrectly() { IWeapon freshWeapon = null; switch (this._savedWeapon.Category) { case Category.Light: freshWeapon = new Pistol(21, 500, 400); break; case Category.Medium: freshWeapon = new Minigun(21, 500, 500); break; case Category.Heavy: freshWeapon = new Cannon(21, 100, 80); break; default: break; } this._inventory.Add(freshWeapon); Assert.AreEqual(21, this._inventory.Capacity); var allWeapons = this._inventory.RetrieveAll(); int firstIndex = allWeapons.IndexOf(this._savedWeapon); int secondIndex = allWeapons.IndexOf(freshWeapon); this._inventory.Swap(this._savedWeapon, freshWeapon); allWeapons = this._inventory.RetrieveAll(); Assert.AreEqual(firstIndex, allWeapons.IndexOf(freshWeapon)); Assert.AreEqual(secondIndex, allWeapons.IndexOf(this._savedWeapon)); }
public void LevelUpWithPoints() { var world = new World(11, 11); var player = new Character(new Stats(10, 50, 10), world, true) { Position = new Point(0, 0) }; var minigun = new Minigun(); var targets = new List <Character> { new Character(new Stats(), world), new Character(new Stats(), world), new Character(new Stats(), world), new Character(new Stats(), world), new Character(new Stats(), world) }; world.PlaceItem(minigun, player.Position); player.PickUpItem(minigun); player.ChangeWeapon(minigun); foreach (var target in targets) { player.Reload(); player.Attack(target); } player.LevelUp(Tier.Agility); Assert.AreEqual(2, player.Statistics.Level); }
public ConcreteMediator() { minigun = new Minigun(this); assaultRifle = new AssaultRifle(this); flamethrower = new Flamethrower(this); shotgun = new Shotgun(this); sniperRifle = new SniperRifle(this); assaultRifleGreen = new AssaultRifle(this); new GreenLaser(assaultRifleGreen, this); assaultRifleRed = new AssaultRifle(this); new RedLaser(assaultRifleRed, this); sniperRifleGreen = new SniperRifle(this); new GreenLaser(sniperRifleGreen, this); sniperRifleRed = new SniperRifle(this); new RedLaser(sniperRifleRed, this); weaponsList = new List <Weapon>(); weaponsList.Add(minigun); weaponsList.Add(assaultRifle); weaponsList.Add(flamethrower); weaponsList.Add(shotgun); weaponsList.Add(sniperRifle); weaponsList.Add(assaultRifleGreen); weaponsList.Add(assaultRifleRed); weaponsList.Add(sniperRifleGreen); weaponsList.Add(sniperRifleRed); }
// Start is called before the first frame update void Start() { player = FindObjectOfType <Player>(); minigun = FindObjectOfType <Minigun>(); heatLevelSlider = GetComponent <Slider>(); UpdateDisplay(); }
public float GetHeatLevel() { Minigun minigun = gameObject.GetComponent <Minigun>(); if (minigun) { return(minigun.GetCurrentHeatLevel()); } return(1.0f); }
void Start() { DontDestroyOnLoad(gameObject); rg = GetComponent <Rigidbody2D>(); hover = new Hover(1f, rg); dash = new Dash(transform, 0.35f, 3.0f); minigun = new Minigun(20, 1.5f, transform, proiettile); StartCoroutine(GamePadController.SetColorePs4(coloreBase)); }
void UseMinigun(float delta) { if (wep == null) { wep = this.GetComponent <Minigun>(); } isGunning = false; fireTime = 5f; prepareToFire = 1f; StartCoroutine(BeforeShoot(prepareToFire, fireTime, delta)); }
protected override void Start() { base.Start(); AudioSource[] audios = GetComponents <AudioSource>(); audio1 = audios[0]; audio2 = audios[1]; audio3 = audios[2]; halfHealth = health / 2; anim = gameObject.GetComponent <Animator>(); transform.LookAt(boat.transform); shootingOne = minigunOne.GetComponent <Minigun>(); shootingTwo = minigunTwo.GetComponent <Minigun>(); InvokeRepeating("Shooting", anim.GetCurrentAnimatorStateInfo(0).length, 0.15f); }
public Pickupable GetPickupable() { int num = GameState.GetInstance().Random.Next(8); Weapon spawn; switch (num) { case 0: spawn = new Minigun(GameApplication.GetInstance().mediator); break; case 1: spawn = new SniperRifle(GameApplication.GetInstance().mediator); break; case 2: spawn = new Flamethrower(GameApplication.GetInstance().mediator); break; case 3: spawn = new Shotgun(GameApplication.GetInstance().mediator); break; // Weapons with laser case 4: spawn = new SniperRifle(GameApplication.GetInstance().mediator); new RedLaser(spawn, GameApplication.GetInstance().mediator); break; case 5: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); new RedLaser(spawn, GameApplication.GetInstance().mediator); break; case 6: spawn = new SniperRifle(GameApplication.GetInstance().mediator); new GreenLaser(spawn, GameApplication.GetInstance().mediator); break; case 7: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); new GreenLaser(spawn, GameApplication.GetInstance().mediator); break; default: spawn = new AssaultRifle(GameApplication.GetInstance().mediator); break; } return(spawn); }
public void AttackAndKill() { var world = new World(11, 11); var player = new Character(new Stats(8, 5, 10), world, true) { Position = new Point(0, 0) }; var target = new Character(new Stats(8, 5, 10), world) { Position = new Point(0, 1) }; var minigun = new Minigun(); world.PlaceItem(minigun, player.Position); player.PickUpItem(minigun); player.Attack(target); player.Attack(target); player.Attack(target); player.Attack(target); Assert.AreEqual(world.Map[0, 1], Essence.Terrain); }
public void AttackKillGetExp() { var world = new World(11, 11); var player = new Character(new Stats(8, 10, 10), world, true) { Position = new Point(0, 0) }; var target = new Character(new Stats(1, 1, 1), world) { Position = new Point(0, 1) }; var minigun = new Minigun(); world.PlaceItem(minigun, player.Position); player.PickUpItem(minigun); player.ChangeWeapon(minigun); player.Reload(); player.Attack(target); player.Attack(target); Assert.AreEqual(50, player.Statistics.ExperiencePoint); }
void Awake() { shotgunflash = GetComponentInChildren <ParticleSystem>(); shotgunstart = GetComponent <AudioSource>(); enemyHealth = GetComponent <EnemyHealth>(); gunAudio = GetComponent <AudioSource>(); shotgunPU = GetComponent <ShotgunPowerup>(); plasmagun = playersPlasmagun.GetComponent <PlasmaGun>(); plasmagunPU = GetComponent <PlasmagunPowerup>(); flamer = playersFlamer.GetComponent <FlameThrower2>(); minigun = playersMinigun.GetComponent <Minigun>(); gunFire = GetComponentInChildren <Animation>(); // gunFire = GetComponentInChildren<Animation>(); zanicHealth = GetComponent <ZanicHealth>(); RingPU = GetComponent <RingPowerup>(); zem = GetComponent <ActivateZem>(); // Start is called before the first frame update }
protected override void Start() { base.Start(); minigun = GetComponentInChildren <Minigun>(); skillDmgMultiplier = 1.7f; }
// Start is called before the first frame update void Awake() { minigun = GetComponent <Minigun>(); }
public override void AssignWeapon(Weapon weap) { weapon = (Minigun)weap; }
private Weapon SetupWeapon(WEAPONTYPE weapon) { Weapon weap = null; switch (weapon) { case WEAPONTYPE.SYRINGE: weap = new Syringe(); break; case WEAPONTYPE.AXE: weap = new Axe(); break; case WEAPONTYPE.SHOTGUN: weap = new Shotgun(); break; case WEAPONTYPE.SUPERSHOTGUN: weap = new SuperShotgun(); break; case WEAPONTYPE.NAILGUN: weap = new NailGun(); break; case WEAPONTYPE.SUPERNAILGUN: weap = new SuperNailGun(); break; case WEAPONTYPE.GRENADELAUNCHER: weap = new GrenadeLauncher(); break; case WEAPONTYPE.PIPEBOMBLAUNCHER: weap = new PipebombLauncher(); break; case WEAPONTYPE.ROCKETLAUNCHER: weap = new RocketLauncher(); break; case WEAPONTYPE.MINIGUN: weap = new Minigun(); break; case WEAPONTYPE.INCENDIARYCANNON: weap = new IncendiaryCannon(); break; case WEAPONTYPE.FLAMETHROWER: weap = new Flamethrower(); break; case WEAPONTYPE.NONE: default: break; } if (weap != null) { weap.Init(_game); weap.Spawn(this, nameof(weap)); } return(weap); }
static public void ToggleSpin(Player pl) { Minigun mg = pl.Weapon1 as Minigun; mg.Idle = !mg.Idle; }