private void Start() { MG = GetComponent <Item.MeleeGun>(); if (MG == null) { G = GetComponent <Item.Gun>(); } }
public void GetTarget(Transform T) { if (T == null) { Debug.Log("Should not happen?"); return; } G = T.GetComponent <Item.Gun>(); //EX.ExtendPercent(0); //Debug.Log("changing targets to "+T.gameObject.name); }
private void Inv_OnChange(Transform item, int index, bool removed) { if (item == null) { item = Inv.GetInventory()[index]; if (item == null) { ABar.SetActive(false); return; } Item.Gun G = item.GetComponent <Item.Gun>(); if (G == null) { ABar.SetActive(false); return; } else { ABar.SetActive(true); ABar.GetComponent <AmmoBar>().GetTarget(item); } } }
private void DoButtonAction() { if (OnActivate != null) { OnActivate(Camera.main.ScreenToWorldPoint(Input.mousePosition)); } if (H.HeldItem != null) { Item.MeleeGun MG = H.HeldItem.GetComponent <Item.MeleeGun>(); if (MG != null) { MG.Fire(); } else { Item.Gun G = H.HeldItem.GetComponent <Item.Gun>(); if (G != null) { G.Fire(GetComponent <Rigidbody2D>().velocity); } } } // I dont like this, I want it the other way around! }