SetWeapon() public méthode

public SetWeapon ( int i ) : void
i int
Résultat void
Exemple #1
0
    ///////////////////////////////////////////////////////////
    // in 'Start' we do things that potentially depend on all
    // other components first having run their 'Awake' calls
    ///////////////////////////////////////////////////////////
    void Start()
    {
        // set up weapon availability. if a weapon is not in this
        // list the script won't allow the player to use it. all
        // weapons are available by default.
        // NOTE: this is just a placeholder for your game's actual
        // inventory system (as is ammo availability, which is set
        // on every vp_FPSShooter individually)
        foreach (GameObject weapon in Camera.Weapons)
        {
            m_AvailableWeapons.Add(weapon);
        }

        // use the 'SetWeaponAvailable' method to give or take weapons
        // from the player, and check 'WeaponAvailable' to see if the player
        // has a certain weapon. all weapons can be taken away by doing:
        // 'm_AvailableWeapons.Clear();'

        // attempt to set weapon 1
        if (WeaponCount > 0)
        {
            Camera.SetWeapon(1);
        }
    }
Exemple #2
0
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    void Start()
    {
        // get hold of the FPSCamera and FPSController components
        // attached to this game object
        m_Camera = gameObject.GetComponentInChildren<vp_FPSCamera>();
        m_Controller = gameObject.GetComponent<vp_FPSController>();

        // load textures
        if (m_DemoMode)
        {
            LoadCamera("Examples/ImmobileCamera");
            m_Camera.SetWeapon(1);
            m_ImageAllParams = (Texture)Resources.Load("Examples/Images/AllParams");
            m_ImageEditorPreview = (Texture)Resources.Load("Examples/Images/EditorPreview");
            m_ImageEditorPreviewShow = (Texture)Resources.Load("Examples/Images/EditorPreviewShow");
            m_ImageCameraMouse = (Texture)Resources.Load("Examples/Images/CameraMouse");
            m_ImagePresetDialogs = (Texture)Resources.Load("Examples/Images/PresetDialogs");
            m_ImageShooter = (Texture)Resources.Load("Examples/Images/Shooter");
            m_ImageWeaponPosition = (Texture)Resources.Load("Examples/Images/WeaponPosition");
            m_ImageWeaponPerspective = (Texture)Resources.Load("Examples/Images/WeaponRendering");
            m_ImageWeaponPivot = (Texture)Resources.Load("Examples/Images/WeaponPivot");
            m_ImageEditorScreenshot = (Texture)Resources.Load("Examples/Images/EditorScreenshot");
            m_ImageLeftArrow = (Texture)Resources.Load("Examples/Images/LeftArrow");
            m_ImageRightArrow = (Texture)Resources.Load("Examples/Images/RightArrow");
            m_ImageCheck = (Texture)Resources.Load("Examples/Images/Check");
            m_ImageLeftPointer = (Texture)Resources.Load("Examples/Images/LeftPointer");
            m_ImageRightPointer = (Texture)Resources.Load("Examples/Images/RightPointer");
            m_ImageUpPointer = (Texture)Resources.Load("Examples/Images/UpPointer");
            m_ImageCrosshair = (Texture)Resources.Load("Examples/Images/Crosshair");
            m_ImageFullScreen = (Texture)Resources.Load("Examples/Images/Fullscreen");

            // on small screen resolutions the editor preview screenshot
            // panel is minimized by default, otherwise expanded
            if (Screen.width < 1024)
                m_EditorPreviewSectionExpanded = false;

            // add an audio source to the camera, for playing various demo sounds
            m_AudioSource = (AudioSource)m_Camera.gameObject.AddComponent("AudioSource");

        }
    }