private void InitNewInventory() { AddColor(Colors.Blue); AddColor(Colors.Red); SetBulletColor(Colors.Blue); // Weapon Index Weapon weap = new SingleShooter(); //....................1,0 weap.Init(this, singleSocket); AddWeapon(weap); AddWeapon(weap); //------------------------------------------singleShooter added twice. weap = new Shotgun(); //..................................2 weap.Init(this, singleSocket); AddWeapon(weap); weap = new Rifle(); //....................................3 weap.Init(this, singleSocket); AddWeapon(weap); weap = new TheMiddleFingerGun(); //.......................4 weap.Init(this, singleSocket); AddWeapon(weap); weap = new TheEraser();//.................................5 weap.Init(this, singleSocket); AddWeapon(weap); weap = new BurstShooter();//..............................6 weap.Init(this, dualWieldSockets); AddWeapon(weap); weap = new MeleeMode();//..............................7 weap.Init(this, dualWieldSockets); AddWeapon(weap); weap = new TripleSingleShooter();//.......................8 weap.Init(this, singleSocket); AddWeapon(weap); weap = new LaserSurgeryGun();//...........................9 weap.Init(this, singleSocket); AddWeapon(weap); }
public override void Init() { base.Init(); var weaponSocket1 = transform.Find("Hand1"); var weaponSocket2 = transform.Find("Hand2"); dualWieldSockets = new Transform[] { weaponSocket1, weaponSocket2 }; singleSocket = new Transform[] { weaponSocket2 }; // TEMP // Hard coded weapons atm // this changes when we get a save/load system AddColor(Colors.Red); SetBulletColor(Colors.Red); Weapon weap = new SingleShooter(); weap.Init(this, singleSocket); AddWeapon(weap); weap = new BurstShooter(); weap.Init(this, dualWieldSockets); AddWeapon(weap); ActivateWeapon(inventory.Weapons[0]); }