// Used to initialize any variables or // game state before the game starts public void Awake() { // if the PrimaryWeapon is null // set the DefaultPrimaryWeapon as the PrimaryWeapon if (PlayerData.PrimaryWeapon == null) PlayerData.PrimaryWeapon = PrimaryWeapon = Instantiate(DefaultPrimaryWeapon) as Weapon; // if the PrimaryWeapon is not null // set the PrimaryWeapon to the PrimaryWeapon else PrimaryWeapon = PlayerData.PrimaryWeapon; // if the SecondaryWeapon is null // set the DefaultSecondaryWeapon as the SecondaryWeapon if (PlayerData.SecondaryWeapon == null) PlayerData.SecondaryWeapon = SecondaryWeapon = Instantiate(DefaultSecondaryWeapon) as Weapon; // if the SecondaryWeapon is not null // set the SecondaryWeapon to the SecondaryWeapon else SecondaryWeapon = PlayerData.SecondaryWeapon; // get the TestShip components var ship = TestShip.GetComponent<TestShip>(); // set the test ships primary and secondary weapons ship.PrimaryWeapon = PrimaryWeapon; ship.SecondaryWeapon = SecondaryWeapon; }
// Load the specified weapon public void LoadWeapon(Weapon weapon) { // Variable for slider input SliderInputPanel panel; // get the ProjectileCount panel // set the slider value to the weapons ProjectileCount panel = ProjectileCountPanel.GetComponent<SliderInputPanel>(); panel.transform.FindChild("Slider").GetComponent<Slider>().value = weapon.ProjectileCount; // get the BurstFireCount panel // set the slider value to th weapons BurstFireCount panel = BurstFireCountPanel.GetComponent<SliderInputPanel>(); panel.transform.FindChild("Slider").GetComponent<Slider>().value = weapon.BurstFireCount; // get the RefireRate panel // set the slider value to the weapon FireRate panel = RefireRatePanel.GetComponent<SliderInputPanel>(); panel.transform.FindChild("Slider").GetComponent<Slider>().value = weapon.FireRate; // get the CooldownSpeed panel // set the slider value to the weapon cooldownTime panel = CooldownSpeedPanel.GetComponent<SliderInputPanel>(); panel.transform.FindChild("Slider").GetComponent<Slider>().value = weapon.CooldownTime; // check between the different fire modes switch (weapon.FireMode) { // if fire mode is single case WeaponFireMode.Single: // set weapon fire mode single to true // everything else is set to false FireModeSingle.isOn = true; FireModeBurst.isOn = false; FireModeAuto.isOn = false; break; // if fire mode is burst case WeaponFireMode.Burst: // set weapon fire mode burst to true // everything else is set to false FireModeSingle.isOn = false; FireModeBurst.isOn = true; FireModeAuto.isOn = false; break; // if fire mode is auto case WeaponFireMode.Auto: // set fire mode auto to true // everything else is set to false FireModeSingle.isOn = false; FireModeBurst.isOn = false; FireModeAuto.isOn = true; break; } // get the SliderInput panel components panel = SpreadPanel.GetComponent<SliderInputPanel>(); // set the value of the slider to the weapon ProjectileSpread panel.transform.FindChild("Slider").GetComponent<Slider>().value = weapon.ProjectileSpread; }
// Used to inititalize any variables or game state before the game starts protected void Awake() { // set the PrimaryWeapon to the players PrimaryWeapon PrimaryWeapon = PlayerData.PrimaryWeapon; // set the SecondaryWeapon to the players SecondaryWeapon SecondaryWeapon = PlayerData.SecondaryWeapon; }
private void InitializeWeapon() { if (this.CurrentWeapon != null) { Transform weapon = Instantiate(this.CurrentWeapon); this._currentWeapon = weapon.GetComponent<Weapon>(); this._currentWeapon.AttachTo(this.RightArm); } }
// Updates the weapons in the game protected void UpdateWeapon(Weapon weapon) { // if weapon is on single fire // set the FireMode to Single if (isSingleFire.isOn) weapon.FireMode = WeaponFireMode.Single; // if the weapon is on burst fire // set the FireMode to burst else if (isBurstFire.isOn) weapon.FireMode = WeaponFireMode.Burst; // if the weapon is on auto fire // set the FireMode to auto else if (isAutoFire.isOn) weapon.FireMode = WeaponFireMode.Auto; // sets the weapons ProjectileCount to be // the input from the slider projectileCount weapon.ProjectileCount = (int)projectileCount.value; // sets the weapons ProjectileSpread to be // the input from the slider spread weapon.ProjectileSpread = spread.value; // sets the weapons BurstFireCount to be // the input from the slider burstFireCount weapon.BurstFireCount = (int)burstFireCount.value; // sets the weapons CooldownTime to be // the input from the slider cooldown weapon.CooldownTime = cooldown.value; // sets the weapons FireRate to be // the input from the slider refireRate weapon.FireRate = refireRate.value; }