public void LoadData(SaveDataBase saveData) { PlayerSaveData playerData = (PlayerSaveData)saveData; if (playerData == null) { return; } Transform playerTransform = transform; playerTransform.position = playerData.Position; playerTransform.rotation = playerData.Rotation; Health.SetCurrentHealth(playerData.CurrentHealth); foreach (ItemSaveData itemSaveData in playerData.ItemList) { ItemScriptable item = InventoryReferencer.Instance.GetItemReference(itemSaveData.Name); Inventory.AddItem(item, itemSaveData.Amount); } WeaponScriptable weapon = (WeaponScriptable)Inventory.FindItem(playerData.EquippedWeaponData.Name); if (!weapon) { return; } weapon.weaponStats = playerData.EquippedWeaponData.WeaponStats; WeaponHolder.EquipWeapon(weapon); }
public void Initialize(WeaponHolder weaponHolder, WeaponScriptable weapon) { WeaponHolder = weaponHolder; Crosshair = weaponHolder.Controller.CrosshairComponent; WeaponStats = weapon.WeaponStats; }
public void EquipWeapon(WeaponScriptable weaponScriptable) { if (weaponScriptable == null) { return; } GameObject spawnedWeapon = Instantiate(weaponScriptable.itemPrefab, WeaponSocketLocation.position, WeaponSocketLocation.rotation, WeaponSocketLocation); if (!spawnedWeapon) { return; } WeaponComponent = spawnedWeapon.GetComponent <WeaponComponent>(); if (!WeaponComponent) { return; } WeaponComponent.Initialize(this, weaponScriptable); PlayerEvents.Invoke_OnWeaponEquipped(WeaponComponent); GripIKLocation = WeaponComponent.GripLocation; PlayerAnimator.SetInteger(WeaponTypeHash, (int)WeaponComponent.WeaponInformation.WeaponType); }
public void Initialize(WeaponHolder weaponHolder, WeaponScriptable weaponScriptable) { WeaponHolder = weaponHolder; CrosshairComponent = weaponHolder.Crosshair; if (weaponScriptable) { WeaponStats = weaponScriptable.WeaponStats; } }
public void Initialize(WeaponHolder _weaponHolder, WeaponScriptable weaponScript) { weaponHolder = _weaponHolder; crosshair = weaponHolder.playerCrosshair; if (weaponScript) { weaponStats = weaponScript.weaponStats; } }
void Update() { activeWeapon = Inventory.Instance.activeWeapon; if (Input.GetKeyDown(KeyCode.Mouse0)) { if (canShoot) { StartCoroutine(Shoot()); } } }
private IEnumerator AvoidFreezeScreen(ColliderBridge bridgeCollider) { yield return(new WaitForEndOfFrame()); WeaponScriptable managerWeaponPlayer = bridgeCollider.gameObject.GetComponent <ProjectileOwner>().gunShooted; GameManager.managerGame.damageArea.EffectArea(bridgeCollider.gameObject.transform.position, managerWeaponPlayer.distanceEnemy); if (bridgeCollider.gameObject.GetComponent <ProjectileFX>() != null) { bridgeCollider.gameObject.GetComponent <ProjectileFX>().ProjectileActive(bridgeCollider.gameObject.transform.position, bridgeCollider.gameObject.transform.rotation); } bridgeCollider.gameObject.SetActive(false); }
public void EquipWeapon(WeaponScriptable weaponScript) { GameObject spawnedWeapon = Instantiate(weaponScript.itemPrefab, weaponSocketLocation.position, weaponSocketLocation.rotation, weaponSocketLocation); if (spawnedWeapon) { weaponComponent = spawnedWeapon.GetComponent <WeaponComponent>(); if (equippedWeapon) { equippedWeapon.Initialize(this, weaponScript); PlayerEvents.Invoke_OnWeaponEquippedEvent(equippedWeapon); playerAnimator.SetInteger(WeaponTypeHash, (int)equippedWeapon.weaponStats.weaponType); gripIKLocation = equippedWeapon.GripLocation; } } }
public void EquipWeapon(WeaponScriptable weaponScriptable) { GameObject spawnedWeapon = Instantiate(weaponScriptable.ItemPrefab, WeaponSocket.position, WeaponSocket.rotation); if (!spawnedWeapon) { return; } spawnedWeapon.transform.parent = WeaponSocket; WeaponComponent = spawnedWeapon.GetComponent <WeaponComponent>(); GripLocation = EquippedWeapon.HandPosition; EquippedWeapon.Initialize(this, weaponScriptable); PlayerAnimator.SetInteger(WeaponTypeHash, (int)EquippedWeapon.WeaponStats.WeaponType); PlayerEvents.Invoke_OnWeaponEquipped(EquippedWeapon); }
public void EquipWeapon(WeaponScriptable weaponScripable) { GameObject spawnedWeapon = Instantiate(weaponScripable.ItemPrefab, WeaponSocketLocation.position, WeaponSocketLocation.rotation, WeaponSocketLocation); if (!spawnedWeapon) { return; } if (spawnedWeapon) { WeaponComponent = spawnedWeapon.GetComponent <WeaponComponent>(); if (WeaponComponent) { GripIKLocation = WeaponComponent.GripLocation; } } WeaponComponent.Initialize(this, weaponScripable); PlayerAnimator.SetInteger("WeaponType", (int)WeaponComponent.WeaponStats.WeaponType); PlayerEvents.Invoke_OnWeaponEquipped(WeaponComponent); }
void Start() { activeWeapon = weapons[0]; weaponSpriteObject.sprite = activeWeapon.sprite; onWeaponSwitched += SwitchWeapon; //switchWeapon subs to onWeaponSwitched }
private void SwitchWeapon(object sender, OnWeaponSwitchedEventArgs e) { activeWeapon = weapons[e.selectedWeapon]; weaponSpriteObject.sprite = activeWeapon.sprite; }
public void SetCurrentWeapon(int index) { currentWeaponIndex = index; currentWeapon = weapons[currentWeaponIndex]; ingameCanvasManager.OnWeaponChanged(index); }
void Start() { audioSource = GetComponent <AudioSource>(); activeWeapon = Inventory.Instance.activeWeapon; }