Esempio n. 1
0
 void InventoryControl()
 {
     if (inventory != null)
     {
         for (int i = 1; i < inventory.maxNumberOfSlots + 1; i++)
         {
             if (Input.GetKeyDown("" + i))
             {
                 Item item = inventory.ReturnItem(i - 1);
                 if (item != null)
                 {
                     if (item.GetType().IsSubclassOf(typeof(Equipment)))
                     {
                         //If item is an equipment...
                         itemAction.EquipItem((Equipment)item, orientation);
                     }
                     else
                     {
                         //If item is a normal item...
                         itemAction.HoldItem(item, orientation);
                     }
                 }
             }
         }
     }
 }
Esempio n. 2
0
    void Start()
    {
        GameObject weaponObject = Instantiate(weaponPrefab);

        weaponObject.transform.localScale = Vector3.one * 2;
        SpiderCannon weapon = weaponObject.GetComponent <SpiderCannon>();

        centerTransform = transform.GetChild(0);

        equipAction = GetComponent <EquipAction>();
        equipAction.EquipItem(weapon, centerTransform);
    }
Esempio n. 3
0
    void Start()
    {
        centerTransform          = transform.GetChild(0);
        centerTransform.rotation = transform.rotation;
        this.direction           = this.transform.eulerAngles;
        this.position            = this.transform.position;
        this.currentSpeed        = 0.0f;

        targetDetected = targetCanBeSeen = targetInLineOfSight = targetInShootingRange = false;

        movementAI = GetComponent <MovementAI>();
        GameObject  weaponObject = Instantiate(weaponPrefab);
        RangeWeapon weapon       = weaponObject.GetComponent <RangeWeapon>();

        equipAction = GetComponent <EquipAction>();
        equipAction.EquipItem(weapon, this.centerTransform);
    }
Esempio n. 4
0
    void Start()
    {
        playerView.enabled               = true;
        playerView.transform.position    = transform.position + Vector3.up * .5f;
        playerView.transform.eulerAngles = this.direction = transform.eulerAngles;
        playerView.fieldOfView           = 95f;

        itemAction = GetComponent <EquipAction>();

        this.currentSpeed = this.maxSpeed;

        if (weaponPrefab != null)
        {
            GameObject  weaponObject = (GameObject)Instantiate(weaponPrefab);
            RangeWeapon weapon       = weaponObject.GetComponent <RangeWeapon>();
            itemAction.EquipItem(weapon, playerView.transform);
        }
        Cursor.lockState = CursorLockMode.Locked;
        position         = transform.position;
    }