Exemple #1
0
        void Init()
        {
            if (init)
            {
                return;
            }
            init = true;

            //AbilityManager.SetupAbility(abilityList);

            if (!weaponInitiated)
            {
                weaponInitiated = true;
                for (int i = 0; i < weaponList.Count; i++)
                {
                    GameObject obj = MountWeapon((GameObject)Instantiate(weaponList[i].gameObject));
                    weaponList[i] = obj.GetComponent <Weapon>();
                    weaponList[i].Reset();
                    if (i > 0)
                    {
                        obj.SetActive(false);
                    }

                    if (perk != null)
                    {
                        weaponList[i].SetPlayerPerk(perk);
                    }
                }

                if (weaponList.Count == 0)
                {
                    GameObject obj = MountWeapon(null, "defaultObject");
                    weaponList.Add(obj.AddComponent <Weapon>());
                    weaponList[0].aStats.damageMax = 2;
                    weaponList[0].Reset();

                    obj = MountWeapon(GameObject.CreatePrimitive(PrimitiveType.Sphere), "defaultShootObject");
                    obj.AddComponent <ShootObject>();
                    obj.SetActive(false);
                    obj.transform.localScale = new Vector3(.2f, .2f, .2f);

                    GameObject soObj = (GameObject)Instantiate(Resources.Load("Prefab_TDSTK/DefaultShootObject", typeof(GameObject)));
                    soObj.SetActive(false);

                    weaponList[0].shootObject = soObj;
                    weaponList[0].InitShootObject();
                }
            }

            TDS.SwitchWeapon(weaponList[weaponID]);
        }
Exemple #2
0
        public void SwitchWeapon(int newID)
        {
            weaponList[weaponID].gameObject.SetActive(false);
            weaponList[newID].gameObject.SetActive(true);

            if (weaponList[newID].currentClip == 0 && GameControl.EnableAutoReload())
            {
                weaponList[newID].Reload();
            }

            TDS.SwitchWeapon(weaponList[newID]);

            weaponID = newID;
        }
Exemple #3
0
        public void RemoveWeapon()              //used to remove temporary weapon only
        {
            if (weaponList.Count <= 1)
            {
                return;
            }

            if (weaponList[weaponID] != null)
            {
                Destroy(weaponList[weaponID].gameObject);
            }

            weaponList.RemoveAt(weaponID);
            weaponID = tempWeapReturnID;

            weaponList[weaponID].gameObject.SetActive(true);
            TDS.SwitchWeapon(weaponList[weaponID]);
        }
Exemple #4
0
        private int tempWeapReturnID = 0;       //a cache to store the default weaponID when using temporary weapon
        public void AddWeapon(Weapon prefab, bool replaceWeapon = false, bool temporary = false, float temporaryTimer = 30)
        {
            GameObject obj = MountWeapon((GameObject)Instantiate(prefab.gameObject));

            //replace weapon and temporary are mutually exclusive
            if (replaceWeapon)
            {
                Destroy(weaponList[weaponID].gameObject);
                weaponList[weaponID] = obj.GetComponent <Weapon>();

                TDS.NewWeapon(weaponList[weaponID], weaponID);
            }
            else if (temporary)
            {
                tempWeapReturnID = weaponID;
                weaponList[weaponID].gameObject.SetActive(false);

                if (weaponList[weaponID].temporary)
                {
                    RemoveWeapon();
                }

                weaponID = weaponList.Count;
                weaponList.Add(obj.GetComponent <Weapon>());

                weaponList[weaponList.Count - 1].temporary = true;
                if (temporaryTimer > 0)
                {
                    StartCoroutine(TemporaryWeaponTimer(weaponList[weaponList.Count - 1], temporaryTimer));
                }
            }
            else
            {
                weaponID = weaponList.Count;
                weaponList.Add(obj.GetComponent <Weapon>());
                TDS.NewWeapon(weaponList[weaponID]);
            }

            weaponList[weaponID].Reset();

            TDS.SwitchWeapon(weaponList[weaponID]);
        }