Esempio n. 1
0
    private void HandlePickup(Pickup p)
    {
        switch (p.pickupType)
        {
        case Pickup.PickupType.Health:
            if (AddPickupValue(p.strength, p.maxVal, ref health))
            {
                p.DoPickup();
                faceManager.UpdateFace(health);
            }
            break;

        case Pickup.PickupType.Armour:
            if (AddPickupValue(p.strength, p.maxVal, ref armour))
            {
                p.DoPickup();
            }
            break;

        case Pickup.PickupType.Ammo:
            WeaponManager.WeaponType wt = weaponManager.WeaponTypeFromString(p.target);
            int ammo = weaponManager.GetAmmo(wt.ammoType);
            if (p.maxVal == -1)
            {
                ammo += p.strength;
            }
            else
            {
                AddPickupValue(p.strength, p.maxVal, ref ammo);
            }

            weaponManager.SetAmmo(p.target, ammo);
            if (wt.state == WeaponManager.WeaponType.State.Missing && p.toggle)
            {
                weaponManager.ObtainWeapon(p.target, (WeaponManager.WeaponType.State.Normal));
                weaponManager.SetSelectedWeapon(p.target);
            }
            p.DoPickup();

            break;
        }
        UpdateGUIStats();
    }
Esempio n. 2
0
 void CorrectIK()
 {
     weaponType = weaponManager.weaponType;
     if (!ik.DebugAim)
     {
         switch (weaponType)
         {
             case WeaponManager.WeaponType.Pistol:
                 ik.aimingZ = 212.19f;
                 ik.aimingX = -63.8f;
                 ik.aimingY = 16.65f;
                 break;
             case WeaponManager.WeaponType.Rifle:
                 ik.aimingX = 212.19f;
                 ik.aimingX = -66.8f;
                 ik.aimingY = 14.65f;
                 break;
         }
     }
 }
Esempio n. 3
0
    void CorrectIK()
    {
        weaponType = weaponManager.weaponType;
        if (!ik.DebugAim)
        {
            switch (weaponType)
            {
            case WeaponManager.WeaponType.Pistol:
                ik.aimingZ = 212.19f;
                ik.aimingX = -63.8f;
                ik.aimingY = 16.65f;
                break;

            case WeaponManager.WeaponType.Rifle:
                ik.aimingX = 212.19f;
                ik.aimingX = -66.8f;
                ik.aimingY = 14.65f;
                break;
            }
        }
    }
Esempio n. 4
0
 public void SetActiveWeapon(WeaponManager.WeaponType type)
 {
     MachinegunActive.enabled = type == WeaponManager.WeaponType.Machinegun;
     ShotgunActive.enabled    = type == WeaponManager.WeaponType.Shotgun;
 }