public void Activate(MasterInventory_Class inventory) { if (inventory.EquippedRangedWeaponScipt != null && inventory.readyToEquip == true) { SwapWeapon(inventory); } }
} ////// //Pick up this weapon public override void Activate(MasterInventory_Class inventory) { if (inventory.readyToEquip == true) { MoveToPosition(inventory.RangedWeaponPosition); inventory.EquipNewRangedWeapon(this); TurnOffInteraction(); } }
public override void Activate(MasterInventory_Class inventory) { if (waitingToDie == false && inventory.readyToEquip == true) { TurnOffInteraction(); inventory.EquipNewThrowable(this); MoveToPosition(inventory.ThrowablePosition); } }
public void SwapWeapon(MasterInventory_Class inventory) { RangedWeapon_Class WeaponToGive = EquippedRangedWeapon; RangedWeapon_Class WeaponToTake = inventory.EquippedRangedWeaponScipt; int x = 0; foreach (RangedWeapon_Class w in inventory.RangedWeapons) { if (w != null) { if (WeaponToGive.weaponName == w.weaponName) { x++; } } } if (x > 0) { Debug.Log("hit case 1"); //Do nothing //Make this destroy the weapon we dont want anymore later. } else { Debug.Log("hit case 2"); //give old weapon to the player //move to position //equip new weapon //move to posiiton inventory.DropRangedWeapon(WeaponToTake); WeaponToGive.MoveToPosition(inventory.RangedWeaponPosition); inventory.EquipNewRangedWeapon(WeaponToGive); WeaponToTake.gameObject.SetActive(true); WeaponToTake.MoveToPosition(GunPosition); Debug.Log("Moved Weapon to correct spot"); EquippedRangedWeapon = WeaponToTake; Debug.Log("Replaced old weapon"); EquippedRangedWeapon.TurnOffInteraction(); } }
public virtual void FacilityEffect(MasterInventory_Class inventory) { }
public void Activate(MasterInventory_Class inventory) { FacilityEffect(inventory); }
//Each weapon uses this to be picked up public virtual void Activate(MasterInventory_Class inventory) { }