public void SpawnWeapond(Vector2 pos) { GameObject obj = (GameObject)Instantiate(_WeapondObject, pos, Quaternion.identity); CGenericWeapon newWeapon = obj.GetComponent <CMiniMiniGun>(); _WeapondList.Add(newWeapon); }
public void addListWeapond(CGenericWeapon _object) { Debug.Log("Tomo una arma Armas"); // _ListWeapond.Add(_object); CGenericWeapon Ref = _object; // _ListPlayGolder.Add(Ref); CGenericWeapon _weapond; _ListPlayGolder.Add(Ref); for (int i = 0; i <= _ListPlayGolder.Count - 1; i++) { Debug.Log(_ListPlayGolder[i].getNum()); switch (_ListPlayGolder[i].getNum()) { case 1: _weapond = Ref.GetComponent <CPistolM1911>(); _ListWeapond.Add(_weapond); // PrintArrayArmas(); break; case 2: _weapond = Ref.GetComponent <CRifleGarad>(); break; case 3: _weapond = Ref.GetComponent <CMiniMiniGun>(); Debug.Log("Tengo La Minigun"); _ListWeapond.Add(_weapond); //PrintArrayArmas(); break; case 4: _weapond = Ref.GetComponent <CPistolAcid>(); _ListWeapond.Add(_weapond); break; case 5: _weapond = Ref.GetComponent <CShootGunHAMMER>(); _ListWeapond.Add(_weapond); break; case 6: _weapond = Ref.GetComponent <CAirCannon>(); _ListWeapond.Add(_weapond); break; case 7: _weapond = Ref.GetComponent <CSniperLaser>(); _ListWeapond.Add(_weapond); break; case 8: _weapond = Ref.GetComponent <CFlameShoot>(); _ListWeapond.Add(_weapond); break; /* * case 9: * _weapond = Ref.GetComponent<CSmallSMG>(); * _ListWeapond.Add(_weapond); */ default: Debug.Log("Esta arma no existe"); break; } _ListPlayGolder.Clear(); RemoveRepetido(_ListWeapond); } #region PrototypeLogic //PlayHolder lOGIC /* * for(int i=_PlayerWeapondList.Count - 1; i <=0;i--) * { * if(_PlayerWeapondList[i].GetName() == "Loop") * { * switch (_PlayerWeapondList[i].getNum()) * { * case 1: * * break; * } * * } * }*/ /* * * for (int i = _ListWeapond.Count - 1; i <= 0; i--) * { * _ListPlayGolder.Add(_ListWeapond[i]); * * * * Debug.Log(_ListPlayGolder[i].name); * // RemoveAndOrdenate(_ListWeapond); * } */ /* * * for(int i = _ListWeapond.Count-1; i<=0;i--) * { * * if(_ListWeapond[i].GetName() == "Loop") * { * for(i=_ListWeapondLoop.Count-1; i < 0; i--) * { * _ListWeapondLoop.Add(_ListWeapond[i]); * } * RemoveAndOrdenate(_ListWeapondLoop); * } * else if(_ListWeapond[i].GetName() == "Natalia") * { * for(i = _ListWeapondNatalia.Count - 1; i < 0; i--) * { * _ListWeapondNatalia.Add(_ListWeapond[i]); * } * RemoveAndOrdenate(_ListWeapondNatalia); * * } * _ListWeapond.Clear(); */ #endregion }