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(); }
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; } } }
public void SetActiveWeapon(WeaponManager.WeaponType type) { MachinegunActive.enabled = type == WeaponManager.WeaponType.Machinegun; ShotgunActive.enabled = type == WeaponManager.WeaponType.Shotgun; }