public void addGun(int gunType)
    {
        if (PlayerData.Instance.gunList.Contains(gunType) == false)
        {
            PlayerData.Instance.addGun(gunType);
        }

        switch (gunType)
        {
        case (int)GunPickup.GunType.Pistol:
            Pistol pistol = new Pistol(this, firePoint, hitEffects[0], gunSounds[0], GetComponent <LineRenderer>(), gunAnimControllers[0], ejected_shell, ejectPt, gunicons[0]);
            gunList.Add(pistol);
            break;

        case (int)GunPickup.GunType.RPG:
            RPG rpg = new RPG(this, firePoint, hitEffects[0], bulletObjs[1], gunSounds[1], gunAnimControllers[2], gunicons[2]);
            gunList.Add(rpg);

            break;

        case (int)GunPickup.GunType.Shotgun:
            Shotgun shotgun = new Shotgun(this, firePoint, hitEffects[0], gunSounds[1], bulletObjs[3], gunAnimControllers[1], gunicons[1]);
            gunList.Add(shotgun);
            break;

        case (int)GunPickup.GunType.DualPistols:
            DualPistols dualPistols = new DualPistols(this, firePoint, DPLeftFirePoint, hitEffects[0], gunSounds[0], GetComponent <LineRenderer>(), dualPistolsLeftFirePoint, gunAnimControllers[3], ejected_shell, ejectPt, gunicons[3]);
            gunList.Add(dualPistols);
            break;

        case (int)GunPickup.GunType.RailGun:
            RailGun railgun = new RailGun(this, firePoint, hitEffects[0], bulletObjs[4], gunSounds[4], gunAnimControllers[4], gunicons[4]);
            gunList.Add(railgun);
            break;

        case (int)GunPickup.GunType.TVGun:
            TVGun tvgun = new TVGun(this, firePoint, hitEffects[0], bulletObjs[2], gunSounds[0], gunAnimControllers[5], gunicons[5]);
            gunList.Add(tvgun);
            break;

        case (int)GunPickup.GunType.ColtPython:
            PythonGun pythonGun = new PythonGun(this, firePoint, hitEffects[0], bulletObjs[5], gunSounds[0], gunAnimControllers[6], gunicons[6]);
            gunList.Add(pythonGun);
            break;
        }
        if (gunHUDSlots != null)
        {
            SetPlayerCurrentGun(currentGun);
        }
        playSound(gunSounds[6]);
    }
Esempio n. 2
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    void Start()
    {
        resetHurtTimer = hurtTimer;
        CheckpointBox  = GameObject.Find("/Player/LookAt/");
        WarpPortal.SetActive(false);
        GameEnd     = false;
        AmmoShot    = true;
        originalPos = camTransform.localPosition;
        lives       = 9;
        health      = 100;
        SetCountHealth();
        SetCountLives();
        BossFireBallDam = false;
        PickupText.text = "";


        // Set Timer variables and Speed
        redScreenFlashTimerStart   = redScreenFlashTimer;
        whiteScreenFlashTimerStart = whiteScreenFlashTimer;
        FadeTime  = 0.0f;
        FadeSpeed = 1.0f;
        Lava      = false;


        // Set all guns to be off or on
        Assault   = 1;
        flak      = 1;
        plasma    = 1;
        rail      = 1;
        rocket    = 1;
        bfgproton = 1;

        LastCheckPoint = CheckpointBox.transform.position;

        // Access all weapon scripts
        PistolScript         = GetComponent <Pistol>();
        AssaultRifleScript   = GetComponent <AssaultRifle>();
        FlakCannonScript     = GetComponent <FlakCannon>();
        PlasmaRifleScript    = GetComponent <PlasmaRifle>();
        BFGProtonScript      = GetComponent <BFGProton>();
        RailGunScript        = GetComponent <RailGun>();
        RocketLauncherScript = GetComponent <RocketLauncher>();

        // Set all weapon scripts to true or false
        ShutOffAllWeapons();
        SetupPistol();
    }
Esempio n. 3
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 public Engineer()
 {
     _weapon1    = new RailGun();
     _weapon2    = new SuperShotgun();
     _weapon3    = new Spanner();
     _weapon4    = null;
     _gren1      = Ammunition.FragGrenade;
     _gren2      = Ammunition.EMPGrenade;
     _health     = 80;
     _armour     = 50;
     _maxShells  = 50;
     _maxNails   = 50;
     _maxRockets = 50;
     _maxCells   = 200;
     _maxGren1   = 4;
     _maxGren2   = 4;
 }