// Set up new Weapon public void SetUpGun(string tag) { // Guns if (tag == "Default Gun") { equippedWeapon = guns[0]; } if (tag == "Green Gun") { // Setting up the green gun equippedWeapon = guns[1]; } if (tag == "Blue Gun") { // Setting up the blue gun equippedWeapon = guns[2]; } if (tag == "Purple Gun") { // Setting up the purple gun equippedWeapon = guns[3]; } if (tag == "Orange Gun") { // Setting up the orange gun equippedWeapon = guns[4]; } if (tag == "Red Gun") { // Setting up the red gun equippedWeapon = guns[5]; } // Setting up the script to access to the weapon properties mw = equippedWeapon.GetComponent <MyWeapon>(); // Setting up the fireRate and ammo of the new weapon fireRate = mw.fireRate; // Setting up the bullet of the new weapon bullet = mw.bullet; mb = bullet.GetComponent <MyBullet>(); // Setting up the speed and strength of new the bullet speed = mb.speed; // strength = mb.strength; // Update Interface powerSld.maxValue = mw.ammo; powerSld.value = mw.ammo; dw.Display(equippedWeapon); }
public void Display(GameObject weapon) { mw = weapon.GetComponent <MyWeapon>(); Color newCol; ColorUtility.TryParseHtmlString(mw.color, out newCol); sliderImg.color = newCol; ammoTxt.color = newCol; weaponImg.sprite = mw.sprite; }
public override void Initialize() { targetHasBeenHit = false; beenHitAnimationIsPlaying = false; targetIsDying = false; dyingAnimationIsPlaying = false; hasCompleted = false; if (this.targetGameEntity != null) { // Plot a straight path from the current player to this game entity MyWeapon.MyAmmo.MyPath = MyBoard.findPointsAlongLine3D(CurrentPlayer, targetGameEntity, 10f); MyWeapon.MyAmmo.setGraphicsMatrices(combatSystem.MyScreen.MyView, combatSystem.MyScreen.MyProjection, combatSystem.MyScreen.MyWorld); MyWeapon.fire(); } }
static void Main(string[] args) { Enemy enemy = new Enemy("Jimmy the Buff Wizard"); Console.WriteLine("What is your Name?"); string PlayerName = Console.ReadLine(); Console.WriteLine("What weapon will you use?"); Console.WriteLine("[1]: Axe"); Console.WriteLine("[2]: Sword"); string WeaponChoice = Console.ReadLine(); Weapon MyWeapon; if (WeaponChoice == "1") { MyWeapon = new Axe(); } else { MyWeapon = new Sword(); } Console.WriteLine("With your new {0} you face your enemy,{1} , but you can tell you will be smacked around unless you get help.", MyWeapon.GetName(), enemy.Name); Console.WriteLine("Who will you ask to bless your weapon?"); Console.WriteLine("[1]: Good God"); Console.WriteLine("[2]: Evil God"); Console.WriteLine("[3]: Tom Cruise"); string UpgradeChoice = Console.ReadLine(); if (UpgradeChoice == "1") { MyWeapon = new Good(MyWeapon, PlayerName); } else if (UpgradeChoice == "2") { MyWeapon = new Evil(MyWeapon, PlayerName); } else { MyWeapon = new TomCruise(MyWeapon, PlayerName); } Console.WriteLine("With my new {0} I face {1} and defeat him", MyWeapon.GetName(), enemy.Name); Console.WriteLine(MyWeapon.WinLine); Console.ReadLine(); }
protected void CalibrateForBullet() { SpeedOfBullet = MyWeapon.GetProjectile().GetComponent <FallingBullet>().Speed; }
protected virtual void ActiveWeaponCollider(int iValue) { MyWeapon.GetComponent <Collider>().enabled = iValue == 0 ? false : true; }
// public Weapon.WeaponEnum CurrentWeapon() // { // //return MyWeapon. // } public bool RestrictAnimationRotation() { return(MyWeapon.RestrictAnimationRotation()); }