public LeviathanEmptyClip(WeaponI passed) { myWeapon = passed; }
public void pickUpGunVisual(WeaponI weapon) { collideWeapon = weapon; }
public LeviathanInInventory(WeaponI passed) { myWeapon = passed; }
public BurstShotFireControl(int inRate, float inSpeed, WeaponI myGun) { burstRate = inRate; myCurrentGun = myGun; burstSpeed = inSpeed; }
void getPickUpWeaponInput() { if (collisionWeapon != null) { if (Vector3.Distance(collisionWeapon.transform.position, gameObject.transform.position) <= 3) { HUD.pickUpGunVisual (collisionWeapon); if (Input.GetKeyDown(KeyCode.F)) { PlayerInventory.photonView.RPC("attachGun", PhotonTargets.AllBuffered, collisionWeapon.GunID); collisionWeapon = null; HUD.pickUpGunVisual (null); } } else { collisionWeapon = null; HUD.pickUpGunVisual (null); } } }
public LeviathanNotOnPlayer(WeaponI passed) { myWeapon = passed; }
public void notifyPlayerOfPickUpAbleWeapon(WeaponI weapon) { // Debug.Log("NOTIFIED of collision with weapon"); collisionWeapon = weapon; }
public SingleShotFireControl(WeaponI myGun) { myCurrentGun = myGun; }
public LeviathanLoadedClip(WeaponI passed) { myWeapon = passed; }
public MachineGunFireControl(float inSpeed, WeaponI myGun) { fireRate = inSpeed; myCurrentGun = myGun; }
public LeviathanReloading(WeaponI passed) { myWeapon = passed; }