//RELEASE BUNDLE END// void OnTriggerStay2D(Collider2D col) { if (!occupied) { if (col.GetComponent <WeaponBlockScript>()) { weaponBlockScript = col.GetComponent <WeaponBlockScript>(); if (!weaponBlockScript.nowProjectile && weaponBlockScript.toggleCount < 1) { blockInSlot = col.gameObject; occupied = true; weaponBlockScript.wepDSID = wepDSID; StartCoroutine(weaponBlockScript.LockIn()); StartCoroutine(CatalogWeapons()); } } else if (col.GetComponent <MiniCopterBlock>()) { miniCopterBlock = col.GetComponent <MiniCopterBlock>(); if (!miniCopterBlock.recovering && miniCopterBlock.toggleCount < 1) { blockInSlot = col.gameObject; occupied = true; miniCopterBlock.wepDSID = wepDSID; StartCoroutine(miniCopterBlock.LockIn()); StartCoroutine(CatalogWeapons()); } } } }
//RELEASE BUNDLE END// void OnTriggerStay2D(Collider2D col) { if (!occupied){ if ( col.GetComponent<WeaponBlockScript>() ) { weaponBlockScript = col.GetComponent<WeaponBlockScript>(); if (!weaponBlockScript.nowProjectile && weaponBlockScript.toggleCount<1){ blockInSlot = col.gameObject; occupied = true; weaponBlockScript.wepDSID = wepDSID; StartCoroutine(weaponBlockScript.LockIn()); StartCoroutine(CatalogWeapons()); } } else if ( col.GetComponent<MiniCopterBlock>() ){ miniCopterBlock = col.GetComponent<MiniCopterBlock>(); if (!miniCopterBlock.recovering && miniCopterBlock.toggleCount<1){ blockInSlot = col.gameObject; occupied = true; miniCopterBlock.wepDSID = wepDSID; StartCoroutine(miniCopterBlock.LockIn()); StartCoroutine(CatalogWeapons()); } } } }
public IEnumerator ToggleWeapons() { playToggle = false; yield return StartCoroutine (CatalogWeapons ()); foreach (GameObject block in storedWeapons) { if (block){ playToggle = true; if (block.GetComponent<WeaponBlockScript>()){ weaponBlockScript = block.GetComponent<WeaponBlockScript>(); weaponBlockScript.lockedin = false; switch (weaponBlockScript.toggleCount){ case 1: weaponBlockScript.toggleCount = 2; block.transform.position = slot1; break; case 2: weaponBlockScript.toggleCount = 3; block.transform.position = slot2; break; case 3: weaponBlockScript.toggleCount = 4; block.transform.position = slot3; break; case 4: weaponBlockScript.toggleCount = 1; StartCoroutine(weaponBlockScript.LockIn()); blockInSlot = block; block.transform.position = hPos; break; } } else if (block.GetComponent<MiniCopterBlock>()){ miniCopterBlock = block.GetComponent<MiniCopterBlock>(); miniCopterBlock.lockedin = false; switch (miniCopterBlock.toggleCount){ case 1: miniCopterBlock.toggleCount = 2; block.transform.position = slot1; break; case 2: miniCopterBlock.toggleCount = 3; block.transform.position = slot2; break; case 3: miniCopterBlock.toggleCount = 4; block.transform.position = slot3; break; case 4: miniCopterBlock.toggleCount = 1; StartCoroutine(miniCopterBlock.LockIn()); blockInSlot = block; block.transform.position = hPos; break; } } } } if (playToggle){ toggleWeapons.Play(); } yield return StartCoroutine (CatalogWeapons ()); }
public IEnumerator CombineWeapons() { if (combinator){ yield return StartCoroutine (CatalogWeapons ()); if (blockTypes[1] == blockTypes[2] && blockTypes[1] == blockTypes[3] && (blockTypes[1] == 1 || blockTypes[1] ==2 || blockTypes[1] ==3 || blockTypes[1] == 7 || blockTypes[1] == 11)){ if (occupied){ slotSpot4SuperBlock = slot3; //Check me for changes to slot Spots and slots and so on lockstatus = false; slotNum = 4; } else{ slotSpot4SuperBlock = hPos; lockstatus = true; slotNum = 1; } switch (blockTypes[1]){ case 1: superBlockPath = superNeutralBlockPath; break; case 2: superBlockPath = superExplosiveBlockPath; break; case 3: superBlockPath = superFrozesplosiveBlockPath; break; case 7: superBlockPath = superTelekineticBlockPath; break; case 11: superBlockPath = superTurretBlockPath; break; } superBlock = Instantiate ( Resources.Load (superBlockPath),slotSpot4SuperBlock,Quaternion.identity) as GameObject; weaponBlockScript = superBlock.GetComponent<WeaponBlockScript>(); weaponBlockScript.wepDSID = wepDSID; weaponBlockScript.toggleCount = slotNum; if (lockstatus){ StartCoroutine(weaponBlockScript.LockIn()); } superBlock.collider2D.isTrigger = true; i=1; while ( i<storedWeapons.Length ){ Destroy (storedWeapons[i]); i++; } } } yield return StartCoroutine (CatalogWeapons ()); }
public IEnumerator ToggleWeapons() { playToggle = false; yield return(StartCoroutine(CatalogWeapons())); foreach (GameObject block in storedWeapons) { if (block) { playToggle = true; if (block.GetComponent <WeaponBlockScript>()) { weaponBlockScript = block.GetComponent <WeaponBlockScript>(); weaponBlockScript.lockedin = false; switch (weaponBlockScript.toggleCount) { case 1: weaponBlockScript.toggleCount = 2; block.transform.position = slot1; break; case 2: weaponBlockScript.toggleCount = 3; block.transform.position = slot2; break; case 3: weaponBlockScript.toggleCount = 4; block.transform.position = slot3; break; case 4: weaponBlockScript.toggleCount = 1; StartCoroutine(weaponBlockScript.LockIn()); blockInSlot = block; block.transform.position = hPos; break; } } else if (block.GetComponent <MiniCopterBlock>()) { miniCopterBlock = block.GetComponent <MiniCopterBlock>(); miniCopterBlock.lockedin = false; switch (miniCopterBlock.toggleCount) { case 1: miniCopterBlock.toggleCount = 2; block.transform.position = slot1; break; case 2: miniCopterBlock.toggleCount = 3; block.transform.position = slot2; break; case 3: miniCopterBlock.toggleCount = 4; block.transform.position = slot3; break; case 4: miniCopterBlock.toggleCount = 1; StartCoroutine(miniCopterBlock.LockIn()); blockInSlot = block; block.transform.position = hPos; break; } } } } if (playToggle) { toggleWeapons.Play(); } yield return(StartCoroutine(CatalogWeapons())); }
public IEnumerator CombineWeapons() { if (combinator) { yield return(StartCoroutine(CatalogWeapons())); if (blockTypes[1] == blockTypes[2] && blockTypes[1] == blockTypes[3] && (blockTypes[1] == 1 || blockTypes[1] == 2 || blockTypes[1] == 3 || blockTypes[1] == 7 || blockTypes[1] == 11)) { if (occupied) { slotSpot4SuperBlock = slot3; //Check me for changes to slot Spots and slots and so on lockstatus = false; slotNum = 4; } else { slotSpot4SuperBlock = hPos; lockstatus = true; slotNum = 1; } switch (blockTypes[1]) { case 1: superBlockPath = superNeutralBlockPath; break; case 2: superBlockPath = superExplosiveBlockPath; break; case 3: superBlockPath = superFrozesplosiveBlockPath; break; case 7: superBlockPath = superTelekineticBlockPath; break; case 11: superBlockPath = superTurretBlockPath; break; } superBlock = Instantiate(Resources.Load(superBlockPath), slotSpot4SuperBlock, Quaternion.identity) as GameObject; weaponBlockScript = superBlock.GetComponent <WeaponBlockScript>(); weaponBlockScript.wepDSID = wepDSID; weaponBlockScript.toggleCount = slotNum; if (lockstatus) { StartCoroutine(weaponBlockScript.LockIn()); } superBlock.collider2D.isTrigger = true; i = 1; while (i < storedWeapons.Length) { Destroy(storedWeapons[i]); i++; } } } yield return(StartCoroutine(CatalogWeapons())); }