void initializeObject() { totalPoints = 100; bonusAmmoCapasity = 0; bonusMuzzleVelocity = 0; isPaused = false; isDead = false; audioSource = GetComponent <AudioSource>(); currentTimeScale = 1.0f; mainCamera = GameObject.FindWithTag("MainCamera"); cameraScript = mainCamera.GetComponentInParent <Camera2DFollow>(); lastActiveGun = WeaponController.Guns.Pistol; elapsedLives = totalLives; changeUserInfo(); changeActiveGunSprite(); }
public void changeWeapon(WeaponController.Guns newGun) { tWeapon = WeaponController.instance.gunPrefabs[(int)newGun]; if (totalPoints >= tWeapon.GetComponent <Weapon>().priceOfWeapon) { if (tNewPlayer.GetComponent <Player>().activeGun != newGun) { lastActiveGun = newGun; tNewPlayer.GetComponent <Player>().changeWeapon(newGun); changeActiveGunSprite(); changeUserInfo(); totalPoints -= tWeapon.GetComponent <Weapon>().priceOfWeapon; gunUpgradeAlertText.text = "Your New Gun Set!"; } else { newGunAlertText.text = "It's your active gun!"; } } else { newGunAlertText.text = "Insufficient Funds!"; } }
public void changeWeapon(WeaponController.Guns newGun) { if (playerArm.transform.childCount > 0) { Destroy(playerArm.transform.GetChild(0).gameObject); } tWeaponPoint = playerArm.transform.position; tWeaponPoint.x += 0.094f; tWeaponPoint.y -= 0.063f; tObject = (GameObject)Instantiate(WeaponController.instance.gunPrefabs[(int)newGun], tWeaponPoint, WeaponController.instance.gunPrefabs[(int)newGun].transform.rotation); tObject.transform.parent = playerArm.transform; tObject.transform.localRotation = Quaternion.Euler(0f, 0f, -90f); activeGun = newGun; }
void initializeObject() { isDying = false; playerStats = PlayerStats.instance; playerStats.curHealth = playerStats.maxHealth; playerArm = transform.Find("PlayerArm").gameObject; activeGun = GameManager.instance.lastActiveGun; if (activeGun != playerArm.transform.GetChild(0).gameObject.GetComponent <Weapon>().gunType) { changeWeapon(activeGun); } }