// Use this for initialization void Start() { currentResetIntervalCount = 0; maxGunChangeCount = gunsStatus.getChangeWeaponTime; currentGunChangeCount = maxGunChangeCount; audioSource = gameObject.GetComponent <AudioSource>(); bulletDangerText.SetActive(false); guns = new BaseGun[NUM_GUN_TYPE]; guns[0] = new HandGun(); guns[1] = new SubmachineGun(); guns[2] = new ShotGun(); for (int i = 0; i < NUM_GUN_TYPE; i++) { guns[i].setGunStatus(gunsStatus.getGunsStatus[i]); guns[i].baseInit(i, gunImages[i], bullet, gunSound[i]); guns[i].init(); } //ハンドガンに持ちかえる currentGunIndex = 0; chaneGunType(0); //audioSource.clip = gunSE; }
public void SpawnWeapon() { //if our parameters exist spawn a weapon on our socket depending on the type of the weapon if (m_AssaultGunTemplate && m_ShotGunTemplate && m_SubMachineGunTemplate && m_PrimarySocket) { if (m_WhichWeapon == Weapon.Shotgun) { var gunObject = Instantiate(m_ShotGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_ShotGun = gunObject.GetComponent <ShotGun>(); } if (m_WhichWeapon == Weapon.assaultGun) { var gunObject = Instantiate(m_AssaultGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_AssaultGun = gunObject.GetComponent <AssaultGun>(); m_IsAssaultGun = true; } if (m_WhichWeapon == Weapon.SMG) { var gunObject = Instantiate(m_SubMachineGunTemplate, m_PrimarySocket.transform, true); gunObject.transform.localPosition = Vector3.zero; gunObject.transform.localRotation = Quaternion.identity; m_SubmachineGun = gunObject.GetComponent <SubmachineGun>(); } } }