A simple class that defines what weapons are available in the game
Esempio n. 1
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    /// <summary>
    /// Renders a single weapon box at the top of the screen
    /// </summary>
    /// <param name='playerWeapon'>
    /// Player weapon.
    /// </param>
    void RenderWeaponBox(WeaponDirector.PlayerWeapon playerWeapon)
    {
        // Render the box
        GUI.color = Color.white;
        GUI.DrawTexture(new Rect(0,0,guiWeaponBoxWidth,guiWeaponBoxHeight), weaponBoxTexture);

        // Render the icon
        GUI.color = PlayerDirector.ActiveSession.HasWeapon(playerWeapon) ? Color.black : new Color(0,0,0,0.3f);
        if (PlayerDirector.ActiveSession.CurrentWeapon == playerWeapon)
        {
            GUI.color = PlayerDirector.PlayerColor;
        }
        GUI.DrawTexture(new Rect(3,3,guiWeaponBoxWidth-6,guiWeaponBoxHeight-6), weaponBoxIconTextures[(int)playerWeapon]);

        // Render the hotkey
        GUI.Label(new Rect(2,2,guiWeaponBoxWidth,18),((int)playerWeapon+1).ToString(), weaponHotkeyGUIStyle);

        // Render the player ammo
        if (WeaponDirector.PlayerWeapon.Pistol != playerWeapon)
        {
            weaponAmmoGUIStyle.normal.textColor = PlayerDirector.ActiveSession.HasWeapon(playerWeapon) ? Color.black : Color.gray;
            GUI.Label(new Rect(0,0,guiWeaponBoxWidth-4,guiWeaponBoxHeight-1),
                PlayerDirector.ActiveSession.GetAmmo(playerWeapon).ToString(), weaponAmmoGUIStyle);
        }
        else
        {
            // Pistols have infinite ammo
        }
    }
Esempio n. 2
0
 /// <summary>
 /// Gives or takes a weapon from the player
 /// </summary>
 /// <param name='weapon'>
 /// Weapon.
 /// </param>
 /// <param name='hasWeapon'>
 /// Has weapon.
 /// </param>
 public static void SetHasWeapon(WeaponDirector.PlayerWeapon weapon, bool hasWeapon)
 {
     if (WeaponDirector.PlayerWeapon.Pistol != weapon)
     {
         _availableWeapons[(int)weapon] = hasWeapon;
     }
 }
Esempio n. 3
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 /// <summary>
 /// Sets the player's active ammo.
 /// </summary>
 /// <param name='weapon'>
 /// Weapon.
 /// </param>
 /// <param name='ammoValue'>
 /// Ammo value.
 /// </param>
 public static void SetAmmo(WeaponDirector.PlayerWeapon weapon, int ammoAmount)
 {
     if (WeaponDirector.PlayerWeapon.Pistol != weapon)
     {
         _ammo[(int)weapon] = ammoAmount;
     }
 }
Esempio n. 4
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 /// <summary>
 /// Determines if this player has a weapon in this active sesson
 /// </summary>
 /// <returns>
 /// True if the player has the weapon
 /// </returns>
 /// <param name='weapon'>
 /// If set to <c>true</c> weapon.
 /// </param>
 public static bool HasWeapon(WeaponDirector.PlayerWeapon weapon)
 {
     if (WeaponDirector.PlayerWeapon.Pistol == weapon)
     {
         return true;
     }
     else
     {
         return _availableWeapons[(int)weapon];
     }
 }
Esempio n. 5
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 /// <summary>
 /// Gets the player's active ammo.
 /// </summary>
 /// <returns>
 /// The ammo.
 /// </returns>
 /// <param name='weapon'>
 /// Weapon.
 /// </param>
 public static int GetAmmo(WeaponDirector.PlayerWeapon weapon)
 {
     if (WeaponDirector.PlayerWeapon.Pistol == weapon)
     {
         return 1; // Infinite ammo; will never be zero
     }
     return _ammo[(int)weapon];
 }
Esempio n. 6
0
 /// <summary>
 /// Called by GiveDropToPlayer to give a weapon to the player
 /// </summary>
 /// <param name='weapon'>
 /// Weapon.
 /// </param>
 /// <param name='defaultAmmo'>
 /// Default ammo.
 /// </param>
 void GiveWeaponDropToPlayer(WeaponDirector.PlayerWeapon weapon, int defaultAmmo)
 {
     if (!PlayerDirector.ActiveSession.HasWeapon(weapon))
     {
         // Flag ourselves as now having this weapon
         PlayerDirector.ActiveSession.SetHasWeapon(weapon, true);
         // Now set the active weapon
         PlayerDirector.ActiveSession.CurrentWeapon = weapon;
         playerCharacter.SendMessage("SetActiveWeapon", "Player" + weapon.ToString());
         PlayerDirector.ActiveSession.SetAmmo(weapon, defaultAmmo);
     }
     else
     {
         PlayerDirector.ActiveSession.IncreaseAmmo(weapon, defaultAmmo);
     }
 }