public bool UpgradeTurret(ref PlayerRessources ressources) { if (this.state < 2) { if (this.state == 0 && ressources.beer > 0) { this.state++; ressources.beer--; this.GetComponent <SpriteRenderer>().sprite = this.barrel; return(true); } if (this.state == 1 && ressources.civilian > 0) { // Deux façons d'écrire un nombre à virgules //double d = 0.5; //float f = 0.5f; this.state++; ressources.civilian--; Instantiate(towerPrefab, this.transform.position + new Vector3(0.05f, 0.25f, 0), Quaternion.identity, this.transform); return(true); } return(false); } return(false); }
private void Init(PlayerRessources PR) { PLayer_Stats.AudioS = GetComponent <AudioSource>(); PLayer_Stats.AudioSFootSteps = footSteps; PLayer_Stats.Anim = GetComponent <Animator>(); //Grenade PLayer_Stats.ThrowedGrened = null; PLayer_Stats.handAttachGrenade = SoldierHand; PLayer_Stats.GrenadePrefab = PR.GrenadePrefab; PLayer_Stats.HealPs = PR.HealPs; //AudioClips PLayer_Stats.pickup = PR.pickup; PLayer_Stats.ReloadingSound = PR.ReloadingSound; PLayer_Stats.Shooting = PR.ShootingClip; PLayer_Stats.healSound = PR.healClip; PLayer_Stats.FootStep = PR.FootStepsClip; //Firing PLayer_Stats.bullet = PR.bullet; PLayer_Stats.Casingbullet = PR.Casingbullet; playermanager = GetComponent <PlayerManager>(); playermanager.updateAmmo(); }
protected override void Awake() { base.Awake(); ressources = new PlayerRessources(); playing = true; }