public void addWeaponAmmo(int num) { if (currentWeapon.AmmoCount != Infinity.InfinityValue()) { currentWeapon.AmmoCount += num; if (parentGame != null) { parentGame.PlayerUpdateAmmoCount(playerNumber, currentWeapon.AmmoCount); } } }
/*Functions To Alter ammo count */ public void removeWeaponAmmo(int num) { if (photonView.isMine) { if (currentWeapon.AmmoCount != Infinity.InfinityValue()) { currentWeapon.AmmoCount -= num; if (parentGame != null) { parentGame.PlayerUpdateAmmoCount(playerNumber, currentWeapon.AmmoCount); } } } }
/*Functions To Alter ammo count */ public void removeWeaponAmmo(int num) { if (currentWeapon.AmmoCount != Infinity.InfinityValue()) { currentWeapon.AmmoCount -= num; if (currentWeapon.AmmoCount == 0) { currentWeapon = new Weapon(); } if (parentGame != null) { parentGame.PlayerUpdateAmmoCount(playerNumber, currentWeapon.AmmoCount); } } }
public void ChangeAmmoCount(int number, int textNumber) { if (!(textNumber == Infinity.InfinityValue())) { if (number < 100) { playersInfoUI[number].ChangeAmmoCount(textNumber.ToString(), defaultTextFontSize); } else { Debug.Log("Ammo text is too large"); } } else { playersInfoUI[number].ChangeAmmoCount("∞", largerTextFontSize); } }
public Weapon() { AmmoCount = Infinity.InfinityValue(); WeaponType = Weapons.Default; }