// Use this for initialization void Start() { keyState = KeyState.NONE; weaponSwitchMode = WeaponSwitchMode.NONE; playerPawn = GameObject.Find("Link").GetComponent <Link>(); currentVelocity = Vector3.zero; }
/// <summary> /// To switch to a different weapon among the stored ones in <see cref="weapons"></see>. /// </summary> /// <param name="index">Used when the type is set to ByIndex.</param> public void SwitchWeapon(WeaponSwitchMode mode, int index = 0) { CheckWeaponsAvailability(); DisableAllWeapons(); switch (mode) { case WeaponSwitchMode.Next: currentWeaponIndex = ArraysHandler.GetNextIndex(currentWeaponIndex, weapons.Length); break; case WeaponSwitchMode.Previous: currentWeaponIndex = ArraysHandler.GetPreviousIndex(currentWeaponIndex, weapons.Length); break; case WeaponSwitchMode.ByIndex: if (index >= 0 && index <= weapons.Length - 1) { currentWeaponIndex = index; } break; default: break; } currentWeapon = weapons[currentWeaponIndex]; currentWeapon.gameObject.SetActive(true); }
void setWeaponSwitchMode() { if (Input.GetKeyDown(KeyCode.F)) { weaponSwitchMode = WeaponSwitchMode.TOGGLE_FLYSWORD; } else if (Input.GetKeyDown(KeyCode.C)) { weaponSwitchMode = WeaponSwitchMode.TOGGLE_SWORD_BOW; } else if (Input.GetKeyDown(KeyCode.V)) { weaponSwitchMode = WeaponSwitchMode.TOGGLE_BOMB_BOOMERANG; } else { weaponSwitchMode = WeaponSwitchMode.NONE; } }
public void setWeaponSelection(WeaponSwitchMode _weaponSwitchMode) { switch (_weaponSwitchMode) { case WeaponSwitchMode.TOGGLE_FLYSWORD: if (mainWeaponSelection != Weapon.FLYSWORD) { mainWeaponSelection = Weapon.FLYSWORD; } else { mainWeaponSelection = Weapon.SWORD; } break; case WeaponSwitchMode.TOGGLE_SWORD_BOW: if (mainWeaponSelection != Weapon.BOW) { mainWeaponSelection = Weapon.BOW; } else { mainWeaponSelection = Weapon.SWORD; } break; case WeaponSwitchMode.TOGGLE_BOMB_BOOMERANG: if (offWeaponSelection != Weapon.BOMB) { offWeaponSelection = Weapon.BOMB; } else { offWeaponSelection = Weapon.BOOMERANG; } break; default: break; } }