public AmmoState stateOfAmmo; //public variable for storing the state of the ammo // Use this for initialization void Start() { renderer = GetComponent <Renderer> (); mat = renderer.material; stateOfAmmo = AmmoState.NONE; flashing = false; }
public void UpdateAmmoCountUI(AmmoState state, string weaponName, int roundsInClip, int totalLeftRounds, int magazineSize, bool isDefaultWeapon = false) { m_WeaponName.text = weaponName; switch (state) { case AmmoState.Normal: m_AmmoCountCanvasGroup.alpha = 1; m_AmmoStateCanvasGroup.alpha = 0; // Show white as usualy m_AmmoInClipText.color = Color.white; break; case AmmoState.Reloading: m_AmmoCountCanvasGroup.alpha = 0; m_AmmoStateCanvasGroup.alpha = 1; m_AmmoStateText.text = "リロード中"; m_AmmoStateText.color = Color.yellow; break; case AmmoState.ClipOutOfAmmo: m_AmmoCountCanvasGroup.alpha = 1; m_AmmoStateCanvasGroup.alpha = 0; // Set the number to red so player can notice it. m_AmmoInClipText.color = Color.red; break; case AmmoState.OutOfAmmo: m_AmmoCountCanvasGroup.alpha = 0; m_AmmoStateCanvasGroup.alpha = 1; m_AmmoStateText.text = "弾切れ"; m_AmmoStateText.color = Color.red; break; default: m_AmmoCountCanvasGroup.alpha = 1; m_AmmoStateCanvasGroup.alpha = 0; // Show white as usualy m_AmmoInClipText.color = Color.yellow; break; } m_AmmoInClipText.text = roundsInClip.ToString(); if (roundsInClip > magazineSize) { m_AmmoInClipText.color = Color.yellow; } if (isDefaultWeapon) { m_TotalBulletLeft.text = "∞"; } else { m_TotalBulletLeft.text = totalLeftRounds.ToString(); } }
public void SetFact( Facts fact, AmmoState value, bool invokeChangedEvent = true, bool setAsDirty = true, bool checkValueDiff = true) { this.SetFact(fact, (byte)value, invokeChangedEvent, setAsDirty, checkValueDiff); }