public LeviathanEmptyClip(WeaponI passed)
 {
     myWeapon = passed;
 }
Exemple #2
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 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;
 }