public void RemoveInfiniteAmmo() { ammoToggle = false; Gunner gunner = playerRef as Gunner; if (gunner != null) { gunner.SetInfiniteAmmo(false); } }
public void SetAmmoInfinite() { ammoToggle = true; Gunner gunner = playerRef as Gunner; if (gunner != null) { gunner.SetInfiniteAmmo(true); } }
public void ToggleInfiniteAmmoCommand() { ammoToggle = !ammoToggle; Gunner gunner = playerRef as Gunner; if (gunner != null) { gunner.SetInfiniteAmmo(ammoToggle); } }
private void OnTriggerEnter(Collider other) { Gunner player = other.GetComponent <Gunner>(); if (firstTime && player && !hasBeenEnabled) { currentPlayer = player; hasBeenEnabled = true; player.SetInfiniteAmmo(true); print("Player has infinite ammo."); } }
private void Start() { if (firstTime) { tutorialPrompt.SetActive(true); } else { currentPlayer.SetInfiniteAmmo(false); oreVein.isInfinite = false; oreInteractUI.SetActive(false); tutorialPrompt.SetActive(false); gameObject.SetActive(false); } }
private void OnTriggerExit(Collider other) { Gunner player = other.GetComponent <Gunner>(); if (player && Time.timeScale >= 1) { firstTime = false; currentPlayer = player; player.SetInfiniteAmmo(false); print("Player does not have infinite ammo."); oreVein.isInfinite = false; oreInteractUI.SetActive(false); tutorialPrompt.SetActive(false); gameObject.SetActive(false); } }