コード例 #1
0
    void Awake()
    {
        LoadParticles();
        myParts = new ParticlePack();
        ButtonManager buttMan = FindObjectOfType <ButtonManager>();

        ammoUI = buttMan.ammoCanvas.transform.GetChild(1).GetComponent <TMP_Text>();
        clipUI = buttMan.ammoCanvas.transform.GetChild(2).GetComponent <TMP_Text>();
        clips  = 3;
    }
コード例 #2
0
    public void SetBullet(GunStats gStats, GunModel.damageRange dRng, GunModel.bulletSpeed bSpd, GameObject gO, ParticlePack pP)
    {
        //switch (dRng)
        //{
        //    case GunModel.damageRange.low:
        //        damage = 100f;
        //        explosiveForce = 5f;
        //        upForce = 4f;
        //        radius = 1;
        //        bulletEffect = pP.beSmall;
        //        bulletAfterEffect = pP.beSmall;
        //        bulletDestroyEffect = pP.baeMedium;
        //        break;
        //    case GunModel.damageRange.med:
        //        damage = 200f;
        //        explosiveForce = 10f;
        //        upForce = 7.5f;
        //        radius = 2;
        //        bulletEffect = pP.beMedium;
        //        bulletAfterEffect = pP.baeMedium;
        //        bulletDestroyEffect = pP.baeMedium;
        //        break;
        //    case GunModel.damageRange.high:
        //        damage = 500f;
        //        explosiveForce = 20f;
        //        upForce = 12.5f;
        //        radius = 3;
        //        bulletEffect = pP.beLarge;
        //        bulletAfterEffect = pP.baeLarge;
        //        bulletDestroyEffect = pP.baeMedium;
        //        break;
        //    case GunModel.damageRange.none:
        //        Debug.Log("SetBullet Damage Error");
        //        break;
        //    default:
        //        break;
        //}
        switch (dRng)
        {
        case GunModel.damageRange.vLow:
            damage              = 50;
            explosiveForce      = 2.5f;
            upForce             = 1.25f;
            radius              = .5f;
            bulletEffect        = pP.beSmall;
            bulletAfterEffect   = pP.beSmall;
            bulletDestroyEffect = pP.baeSmall;
            break;

        case GunModel.damageRange.low:
            damage              = 100f;
            explosiveForce      = 5f;
            upForce             = 4f;
            radius              = 1;
            bulletEffect        = pP.beSmall;
            bulletAfterEffect   = pP.beSmall;
            bulletDestroyEffect = pP.baeMedium;
            break;

        case GunModel.damageRange.med:
            damage              = 200f;
            explosiveForce      = 10f;
            upForce             = 7.5f;
            radius              = 2;
            bulletEffect        = pP.beMedium;
            bulletAfterEffect   = pP.baeMedium;
            bulletDestroyEffect = pP.baeMedium;
            break;

        case GunModel.damageRange.high:
            damage              = 500f;
            explosiveForce      = 20f;
            upForce             = 12.5f;
            radius              = 3;
            bulletEffect        = pP.beMedium;
            bulletAfterEffect   = pP.baeMedium;
            bulletDestroyEffect = pP.baeMedium;
            break;

        case GunModel.damageRange.vHigh:
            damage              = 750f;
            explosiveForce      = 30f;
            upForce             = 20f;
            radius              = 7.5f;
            bulletEffect        = pP.beLarge;
            bulletAfterEffect   = pP.beLarge;
            bulletDestroyEffect = pP.baeMedium;
            break;

        case GunModel.damageRange.none:
            break;

        default:
            break;
        }
        //switch (bSpd)
        //{
        //    case GunModel.bulletSpeed.low:
        //        speed = .5f;
        //        break;
        //    case GunModel.bulletSpeed.med:
        //        speed = 1f;
        //        break;
        //    case GunModel.bulletSpeed.fast:
        //        speed = 2f;
        //        break;
        //    case GunModel.bulletSpeed.none:
        //        break;
        //    default:
        //        break;
        //}
        switch (bSpd)
        {
        case GunModel.bulletSpeed.vLow:
            speed = 4;
            break;

        case GunModel.bulletSpeed.low:
            speed = 6;
            break;

        case GunModel.bulletSpeed.med:
            speed = 8;
            break;

        case GunModel.bulletSpeed.fast:
            speed = 10;
            break;

        case GunModel.bulletSpeed.vFast:
            speed = 12;
            break;

        case GunModel.bulletSpeed.none:
            break;

        default:
            break;
        }

        myEl   = (element)gStats.myElementA;
        parent = gO;
        Instantiate(bulletEffect, transform);
    }