Exemple #1
0
 protected override void Start()
 {
     base.Start();
     indexLength = System.Enum.GetValues(typeof(ammoModel)).Length - 1;
     currentAmmo = (ammoModel)curPos;
     swiMod      = GetComponent <SwitchModel>();
     SetModels();
 }
Exemple #2
0
    public ammoModel LastPart()
    {
        ClearMods();
        curPos--;
        if (curPos < 0)
        {
            curPos = indexLength - 1;
        }

        currentAmmo = (ammoModel)curPos;

        return(currentAmmo);
    }
Exemple #3
0
    public ammoModel NextPart()
    {
        ClearMods();

        curPos++;
        if (curPos >= indexLength)
        {
            curPos = 0;
        }

        currentAmmo = (ammoModel)curPos;
        return(currentAmmo);
    }
Exemple #4
0
    public void RunStatMods(ammoModel ammo, GunStats stats)
    {
        switch (ammo)
        {
        case ammoModel.one:
            stats.fireRate   += 2;
            stats.stability   = 0;
            stats.damage     += 1;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 4;
            stats.myElementA  = element.acid;
            break;

        case ammoModel.two:
            stats.fireRate   += 3;
            stats.stability   = 0;
            stats.damage     += 0;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 6;
            stats.myElementA  = element.electric;
            break;

        case ammoModel.three:
            stats.fireRate   += 0;
            stats.stability   = 0;
            stats.damage     += 3;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 3;
            stats.myElementA  = element.fire;
            break;

        case ammoModel.four:
            stats.fireRate   += 1;
            stats.stability   = 0;
            stats.damage     += 2;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 4;
            stats.myElementA  = element.ice;
            break;

        case ammoModel.five:
            stats.fireRate   += 4;
            stats.stability   = 0;
            stats.damage     += 2;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 7;
            stats.myElementA  = element.plasma;
            break;

        case ammoModel.six:
            stats.fireRate   += 2;
            stats.stability   = 0;
            stats.damage     += 4;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 5;
            stats.myElementA  = element.subatomic;
            break;

        case ammoModel.seven:
            stats.fireRate   += 3;
            stats.stability   = 0;
            stats.damage     += 3;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 6;
            stats.myElementA  = element.nova;
            break;

        case ammoModel.eight:
            stats.fireRate   += 5;
            stats.stability   = 0;
            stats.damage     += 5;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 4;
            stats.myElementA  = element.hydro;
            break;

        case ammoModel.nine:
            stats.fireRate   += 4;
            stats.stability   = 0;
            stats.damage     += 6;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 5;
            stats.myElementA  = element.quantum;
            break;

        case ammoModel.ten:
            stats.fireRate   += 6;
            stats.stability   = 0;
            stats.damage     += 4;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 7;
            stats.myElementA  = element.mystic;
            break;

        case ammoModel.eleven:
            stats.fireRate   += 6;
            stats.stability   = 0;
            stats.damage     += 6;
            stats.accuracy   += 0;
            stats.durability += 0;
            stats.ammo       += 7;
            stats.myElementA  = element.nuclear;
            break;

        case ammoModel.none:
            break;

        default:
            break;
        }
    }