Esempio n. 1
0
    public void SetNextGun(WeaponList nextWeapon_)
    {
        // Don't continue if a gun is not already ready
        if (currentWeaponState != CurrentWeaponState.WeaponInUse)
        {
            print("RETURN - Not 'WeaponInUse': " + currentWeaponState.ToString());
            return;
        }

        // Don't run if they're the same weapon already
        if (nextWeapon_ == CurrentWeapon)
        {
            print("RETURN - Same Weapon': " + nextWeapon_.ToString());
            return;
        }

        // Tell current weapon to change state to 'Disable'
        if (CurrentWeapon == WeaponList.Shotgun)
        {
            shotgun.WeaponState = WeaponState.Disable;
        }
        else if (CurrentWeapon == WeaponList.StaticGun)
        {
            staticGun.WeaponState = WeaponState.Disable;
        }

        // Set Current Weapon
        PrevWeapon    = CurrentWeapon;
        CurrentWeapon = nextWeapon_;

        // Set CurrentWeaponState to 'waiting
        currentWeaponState = CurrentWeaponState.WeaponInUse;
    }
Esempio n. 2
0
    private void Update()
    {
        // Current Weapon Listener
        if (currentWeaponState == CurrentWeaponState.ResponseReceived)
        {
            // Activate next weapon
            if (CurrentWeapon == WeaponList.Shotgun)
            {
                shotgun.WeaponState = WeaponState.Enable;
            }
            else if (CurrentWeapon == WeaponList.StaticGun)
            {
                staticGun.WeaponState = WeaponState.Enable;
            }

            currentWeaponState = CurrentWeaponState.WeaponInUse;
        }

        // Show Weapon Icons
        ShowWeaponIconAlpha(WeaponHUDState);

        // Weapon HUD Wheel
        if (WeaponHUDState)
        {
            #region Set HUD Alpha
            // If HUD is less than 1.0f, increase
            if (HUDBackgroundAlpha < 1.0f)
            {
                // Temporary float so we're not changing the object a bunch
                float temp_ = HUDBackgroundAlpha;

                // Fade in HUD
                temp_ += Time.deltaTime * 10f;

                // Cap
                if (temp_ > 1.0f)
                {
                    temp_ = 1.0f;
                }

                // Assign
                HUDBackgroundAlpha = temp_;
            }
            #endregion
        }
        else
        {
            if (HUDBackgroundAlpha > 0f)
            {
                // Temporary float so we're not changing the object a bunch
                float temp_ = HUDBackgroundAlpha;

                // Fade out HUD
                temp_ -= Time.deltaTime * 10f;

                // Cap
                if (temp_ < 0f)
                {
                    temp_ = 0f;
                }

                // Assign
                HUDBackgroundAlpha = temp_;
            }
        }
    }
Esempio n. 3
0
 public void ReadyForNextWeapon()
 {
     currentWeaponState = CurrentWeaponState.ResponseReceived;
 }