public void PopulateDrop()
        {
            WeaponInfo = weapon.GetComponent <WeaponInfo>();
            ammo       = (int)WeaponInfo.gun.ammoLeft;

            if (!PlayerWeapons.saveUpgradesToDrops)
            {
                return;
            }
            upgradesApplied = new bool[WeaponInfo.upgrades.Length];
            for (int i = 0; i < WeaponInfo.upgrades.Length; i++)
            {
                upgradesApplied[i] = WeaponInfo.upgrades[i].applied;
            }
        }
Esempio n. 2
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        //This function displays popup messages, including the weapon locked message.
        public void WeaponLockedWindow(int windowID)
        {
            WeaponInfo g = mdBuy.wi[mdBuy.selection];

            GUILayout.BeginArea(new Rect(5, 10, popupLockedRect.width - 10, popupLockedRect.height - 20));
            GUILayout.BeginVertical();
            GUILayout.FlexibleSpace();
            GUILayout.Label(g.lockedDescription);
            GUILayout.FlexibleSpace();
            if (GUILayout.Button("Close"))
            {
                MDSelection       = -1;
                popupActive       = false;
                popupLockedActive = false;
            }
            GUILayout.EndVertical();
            GUILayout.EndArea();
        }
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        public int autoEquipWeapon(WeaponInfo w, bool auto)
        {
            //Slot the weapon is equipped in, -1 if not equipped
            int slot = -1;

            //find the first empty slot that can hold w
            for (int i = 0; i < playerW.weapons.Length; i++)
            {
                if (slotInfo.isWeaponAllowed(i, w) && playerW.weapons[i] == null)
                {
                    //equipWeapon(w,i);
                    slot = i;
                }
                if (slot >= 0)
                {
                    return(slot);
                }
            }
            if (!auto)
            {
                return(slot);
            }

            if (slotInfo.isWeaponAllowed(playerW.selectedWeapon, w))
            {
                //equipWeapon(w,i);
                slot = playerW.selectedWeapon;
                return(slot);
            }

            for (int i = 0; i < playerW.weapons.Length; i++)
            {
                if (slotInfo.isWeaponAllowed(i, w))
                {
                    //equipWeapon(w,i);
                    slot = i;
                }
                if (slot >= 0)
                {
                    return(slot);
                }
            }
            return(slot);
        }
Esempio n. 4
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        public void equipWeapon(WeaponInfo g, int slot)
        {
            //if the weapon is equipped in another slot, unequip it
            if (slot < 0)
            {
                return;
            }
            for (int i = 0; i < playerW.weapons.Length; i++)
            {
                if (g.gameObject == playerW.weapons[i])
                {
                    unEquipWeapon(g, i);
                }
            }
            if (playerW.weapons[playerW.selectedWeapon] == null)
            {
                playerW.selectedWeapon = slot;
            }
            playerW.BroadcastMessage("DeselectWeapon", SendMessageOptions.DontRequireReceiver);
            GunScript tempGScript = g.gameObject.GetComponent <GunScript>().GetPrimaryGunScript();

            tempGScript.ammoLeft = tempGScript.ammoPerClip;
            playerW.SetWeapon(g.gameObject, slot);
        }
Esempio n. 5
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        //the following two functions are used just to cleanup the logic in the Buy/Upgrade popup window
        public string getBuyMsg(WeaponInfo g)
        {
            string msg;

            msg = "Weapon Name: " + g.gunName + "\n\n";
            if (g.owned)
            {
                msg += "Weapon Not Owned\n";
            }
            else
            {
                msg += "Weapon Owned\n";
            }
            msg += "Description: " + g.gunDescription + "\n\n";
            if (g.owned)
            {
                msg += "Sell Price: $" + g.sellPriceUpgraded + "\n";
            }
            else
            {
                msg += "Price: $" + g.buyPrice;
            }
            return(msg);
        }
Esempio n. 6
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 public void buyUpgrade(WeaponInfo g, Upgrade u)
 {
     withdraw(u.buyPrice);
     u.owned = true;
     g.ApplyUpgrade();
 }
Esempio n. 7
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 public void unEquipWeapon(WeaponInfo g, int slot)
 {
     playerW.weapons[slot] = null;
 }
Esempio n. 8
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        //Swaps out currently selected for given one, dropping currently selected weapon
        public static void Pickup(GameObject selectedWeapon)
        {
            if (GunScript.takingOut)
            {
                return;
            }

            bool hasFlag = false;

            if (!PlayerWeapons.canSwapSameWeapon)
            {
                for (int i = 0; i < playerWeapons.weapons.Length; i++)
                {
                    if (playerWeapons.weapons[i] == selectedWeapon.GetComponent <SelectableWeapon>().weapon)
                    {
                        return;
                    }
                }
            }

            if (playerWeapons.weapons[playerWeapons.selectedWeapon] == selectedWeapon.GetComponent <SelectableWeapon>().weapon)
            {
                hasFlag = true;
            }
            WeaponInfo selectedWeaponInfo = selectedWeapon.GetComponent <SelectableWeapon>().weapon.GetComponent <WeaponInfo>();

            //Get applicable slot
            int theSlot = 1;             //store.autoEquipWeaponWithReplacement(selectedWeaponInfo, true);

            if (theSlot < 0 && !playerWeapons.weapons[playerWeapons.selectedWeapon] == null)
            {
                return;
            }

            //We now own the weapon
            if (selectedWeaponInfo != null)
            {
                selectedWeaponInfo.owned  = true;
                selectedWeaponInfo.locked = false;
            }

            DropObject(theSlot, selectedWeapon);

            GunScript gscript;

            if (playerWeapons.weapons[playerWeapons.selectedWeapon] != null)
            {
                gscript = playerWeapons.weapons[playerWeapons.selectedWeapon].GetComponent <GunScript>().GetPrimaryGunScript();
            }

            //Get new weapon
            if (hasFlag)
            {
                gscript = playerWeapons.weapons[playerWeapons.selectedWeapon].GetComponent <GunScript>().GetPrimaryGunScript();
                selectedWeapon.GetComponent <SelectableWeapon>().Apply(gscript);
                playerWeapons.weapons[playerWeapons.selectedWeapon].BroadcastMessage("DeselectInstant");
                playerWeapons.ActivateWeapon();
                //playerWeapons.weapons[playerWeapons.selectedWeapon].BroadcastMessage("SelectWeapon");
            }
            else
            {
                playerWeapons.weapons[theSlot] = selectedWeapon.GetComponent <SelectableWeapon>().weapon;
                playerWeapons.selectedWeapon   = theSlot;
                gscript = playerWeapons.weapons[playerWeapons.selectedWeapon].GetComponent <GunScript>().GetPrimaryGunScript();
                selectedWeapon.GetComponent <SelectableWeapon>().Apply(gscript);
                playerWeapons.ActivateWeapon();
            }

            if (singleton.destroyPickups)
            {
                Destroy(selectedWeapon);
            }
        }
 void Start()
 {
     WeaponInfo = weapon.GetComponent <WeaponInfo>();
 }
Esempio n. 10
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 void Start()
 {
     WeaponInfo = GetComponent <WeaponInfo>();
     display    = false;
 }