// Use this for initialization void Start() { animator = GetComponentInChildren <Animator>(); playerRb = GetComponent <Rigidbody>(); playerHealth = GetComponent <PlayerHealth>(); playerWeapon = GetComponent <WeaponPlayer>(); Inventory.instance.onWeaponChangedCallback += OnWeaponChanged; footsteps = GetComponent <AudioSource>(); }
public int GetAmmoCount(WeaponPlayer.WeaponInput type) { switch (type) { case WeaponPlayer.WeaponInput.Primary: return -1; case WeaponPlayer.WeaponInput.Secondary: return GetSecondaryAmmoCount(); case WeaponPlayer.WeaponInput.Tertiary: return GetTertiaryAmmoCount(); default: return -1; } }
public void AddAmmoCount(int amount, WeaponPlayer.WeaponInput type) { switch(type) { case WeaponPlayer.WeaponInput.Primary: break; case WeaponPlayer.WeaponInput.Secondary: AddSecondaryAmmoCount(amount); break; case WeaponPlayer.WeaponInput.Tertiary: AddTertiaryAmmoCount(amount); break; default: break; } }
void Start() { this._tank = new TankPlayer(); this._tank.Start(); this._weapon = new WeaponPlayer(); this._weapon.Start(); this._weapon.Tank = this._tank; this._isReadyToShot = true; this._bowObject = transform.FindChild("Bow").gameObject; }
void Start() { this._bowAssembleSound = (AudioClip)Resources.Load ("Sounds/Player/BowAssemble"); this._tank = new TankPlayer(); this._tank.Start(); this._weapon = new WeaponPlayer(); this._weapon.Start(); this._weapon.Tank = this._tank; this._isReadyToShot = true; }
// Use this for initialization void Start() { maxWidth = width; weapon = weaponObject.GetComponent<WeaponPlayer>(); }
// Use this for initialization void Start() { maxWidth = width; weapon = weaponObject.GetComponent <WeaponPlayer>(); }