public static void Start(Context context, MainWeapon weapon) { var intent = new Intent(context, typeof(WeaponDetailActivity)); var bundle = new Bundle(); bundle.PutString("weapon", JsonSerializer.SerializeToString <MainWeapon>(weapon)); intent.PutExtras(bundle); context.StartActivity(intent); }
private void InitializeEquipment() { WeaponLeft = (Resources.Load <MainWeapon>("Equipment/Weapons/" + Loadout.WeaponLeft.name)); WeaponLeft.InitializeModel(WeaponLeftPivot.transform); WeaponLeft.mech = this; WeaponRight = (Resources.Load <MainWeapon>("Equipment/Weapons/" + Loadout.WeaponRight.name)); WeaponRight.InitializeModel(WeaponRightPivot.transform); WeaponRight.mech = this; SubWeapon = (Resources.Load <SubWeapon>("Equipment/Weapons/" + Loadout.SubWeapon.name)); SubWeapon.InitializeModel(SubWeaponPivot.transform); SubWeapon.mech = this; Mod = (Resources.Load <Mod>("Equipment/Mods/" + Loadout.Mod.name)); Mod.InitializeModel(ModPivot.transform); Mod.mech = this; }
public Player(ammoType theAmmoType, bombType theBombtype) { blenderBlaster = new MainWeapon(theAmmoType); omNomBomb = new SubWeapon(theBombtype); }
void RemoveWeapon() { mainWeapon = null; animator.SetInteger("WeaponType", 0); }
void UpdateWeapon(MainWeapon weapon) { mainWeapon = weapon; animator.SetInteger("WeaponType", (int)mainWeapon.type); }
/// <summary> /// Установка основного, активного оружия игрока /// </summary> /// <param name="weapon">Основное оружие</param> public void SetMainWeapon(MainWeapon weapon) { mainWeapon = weapon; }
// Start is called before the first frame update void Start() { currentPrimary = GetComponentInChildren <MainWeapon>(); }
void UpdateWeapon(MainWeapon weapon) { mainWeapon = weapon; }
public void UpdateStatBlocks(String name) { switch (name) { case "Sub Weapon": SelectedSubWeapon = Resources.LoadAll <SubWeapon>(ResourcePaths.WeaponPath) .FirstOrDefault(x => x.Name == SubWeapon.DropDown.GetComponentInChildren <Text>().text); if (SelectedSubWeapon == null) { SelectedSubWeapon = Resources.LoadAll <SubWeapon>(ResourcePaths.WeaponPath)[0]; SubWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedSubWeapon.Name; Debug.Log("auto-picked " + name + "."); } SubWeapon.Damage = SelectedSubWeapon.BaseDamage; SubWeapon.Health = SelectedSubWeapon.Health; SubWeapon.Element = SelectedSubWeapon.Element; SubWeapon.ElementPower = SelectedSubWeapon.ElementPower; SubWeapon.UpdateUI(); break; case "Left Weapon": SelectedLeftWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath) .FirstOrDefault(x => x.Name == LeftWeapon.DropDown.GetComponentInChildren <Text>().text); if (SelectedLeftWeapon == null) { SelectedLeftWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)[0]; LeftWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedLeftWeapon.Name; Debug.Log("auto-picked " + name + "."); } LeftWeapon.Damage = SelectedLeftWeapon.BaseDamage; LeftWeapon.Health = SelectedLeftWeapon.Health; LeftWeapon.Element = SelectedLeftWeapon.Element; LeftWeapon.ElementPower = SelectedLeftWeapon.ElementPower; LeftWeapon.UpdateUI(); break; case "Right Weapon": SelectedRightWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath) .FirstOrDefault(x => x.Name == RightWeapon.DropDown.GetComponentInChildren <Text>().text); if (SelectedRightWeapon == null) { SelectedRightWeapon = Resources.LoadAll <MainWeapon>(ResourcePaths.WeaponPath)[0]; RightWeapon.DropDown.GetComponentInChildren <Text>().text = SelectedRightWeapon.Name; Debug.Log("auto-picked " + name + "."); } RightWeapon.Damage = SelectedRightWeapon.BaseDamage; RightWeapon.Health = SelectedRightWeapon.Health; RightWeapon.Element = SelectedRightWeapon.Element; RightWeapon.ElementPower = SelectedRightWeapon.ElementPower; RightWeapon.UpdateUI(); break; case "Mod": SelectedMod = Resources.LoadAll <Mod>(ResourcePaths.ModPath) .FirstOrDefault(x => x.Name == Mod.DropDown.GetComponentInChildren <Text>().text); if (SelectedMod == null) { SelectedMod = Resources.LoadAll <Mod>(ResourcePaths.ModPath)[0]; Mod.DropDown.GetComponentInChildren <Text>().text = SelectedMod.Name; Debug.Log("auto-picked " + name + "."); } Mod.Health = SelectedMod.Health; Mod.UpdateUI(); break; case "Armor": break; } }