public bool AddWeapon(WeaponItem Item, UnityAction AfterAddItem) //获得装备 { if (Weapons.Count == MAX_WEAPON_COUNT) //装备已满返回false { Debug.Log("物品已达上限"); weapons.Add(Item); RPG.UI.SendItemToWarehouse Sender = UIController.Instance.GetUI <RPG.UI.SendItemToWarehouse>(); Sender.Show(weapons); return(false); } else { if (_currentEquipItemIndex < 0) //没有装备武器,判断武器是否可以装备,如果可以装备到第一格,否则直接添加到末尾 { if (IsWeaponEnabled(Item.ID)) //可用的武器 { Weapons.Insert(0, Item); EquipWeapon(0); } else { Weapons.Add(Item); } } else { Weapons.Add(Item); } return(true); } }
public void Show(RPGCharacter ch) { if (ch != null) { var logic = ch.Logic; charIcon.sprite = logic.GetPortrait(); charName.text = logic.GetName(); hp.text = logic.GetCurrentHP() + "/" + ch.Logic.GetMaxHP(); lv.text = ch.Logic.GetLevel().ToString(); WeaponItem item = ch.Logic.Info.Items.GetEquipWeapon(); if (item != null) { weaponIcon.gameObject.SetActive(true); weaponName.text = item.GetDefinition().CommonProperty.Name; weaponIcon.sprite = item.GetDefinition().Icon; } else { weaponIcon.gameObject.SetActive(false); weaponName.text = null; weaponIcon.sprite = null; } gameObject.transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z); gameObject.SetActive(true); } else { gameObject.SetActive(false); } }
/// <summary> /// SetItemData /// used by Equiplot.Equip /// </summary> /// <param name="equipedItem"></param> public void SetItemData(Item equipedItem) { if (equipedItem.ItemType == ItemType.Weapon) { if (equipedItem is WeaponItem) { WeaponItem weapon = (WeaponItem)equipedItem; equipedWeapon = weapon; } } else if (equipedItem.ItemType == ItemType.Head) { //Debug.Log(equipedItem.ItemType + ); Head_Item headItem = (Head_Item)equipedItem; equipedHead = headItem; } else if (equipedItem.ItemType == ItemType.Armour) { Armour_Item armour = (Armour_Item)equipedItem; equipedArmour = armour; } else if (equipedItem.ItemType == ItemType.Trinket) { Trinket_Item trinket = (Trinket_Item)equipedItem; equipedTrinket = trinket; } }
/* Build the item info panel (right?) of the screen */ void BuildItemInfoPanel() { Item item = HangarManager._instance.currentlySelectedMechItem; if (item != null) { if (item is WeaponItem) { WeaponItem weapon = item as WeaponItem; itemPnlName.text = weapon.name; itemPnlHealthVal.text = weapon.bonusIntegrity.ToString(); itemPnlDamageVal.text = weapon.damage.ToString(); } else if (item is Accessory) { Accessory upgrade = item as Accessory; } } //itemPnlIcon.sprite = item.icon; }
/* * Remove an item from the inventory by checking if the item's ID equals an item's ID in the database. * If the item is a weapon, then unequip it. * If the item is a note, destroy it, else if it's not, drop it on the ground. * Also, player a random sound */ public void Remove(Item item) { if (item != null) { foreach (GameObject i in GameManagerSingleton.instance.GetComponent <ItemDatabase>().items) { if (item.itemID.Equals(i.GetComponent <Item>().itemID)) { // If the weapon item id is the same as the equipped weapon, unequip first if (GetComponentInChildren <PlayerWeapon>().equippedWeapon != null) { if (item.itemID == GetComponentInChildren <PlayerWeapon>().equippedWeapon.itemID) { WeaponItem weapon = (WeaponItem)item; GetComponentInChildren <PlayerWeapon>().UnequipWeapon(weapon); } } if (item is NoteItem) { GameManagerSingleton.instance.GetComponent <NoteHandler>().isNotePanelOpen = false; } else { Instantiate(i, gameObject.transform.position, Quaternion.identity); } // Play random drop sound soundManager.PlayRandomOneShot(soundManager.dropItemSounds); } } } }
public override void AddItem(Item item) { WeaponItem wItem = (WeaponItem)item; switch (wItem.WeaponCategory) { case WeaponCategory.Strzeleckie: _w1.AddItem(item); break; case WeaponCategory.Miecz: _w2.AddItem(item); break; case WeaponCategory.Tarcza: _w3.AddItem(item); break; case WeaponCategory.Topór: _w4.AddItem(item); break; case WeaponCategory.Włócznia: _w5.AddItem(item); break; default: throw new ArgumentOutOfRangeException(); } }
public bool ChangeWeapon(WeaponItem weaponItem) { var newWeapon = weaponItem.weapon; if (weapon != newWeapon) { if (currentWeaponItem) { currentWeaponItem.itemSlot.background.color = normalBackground; } weaponItem.itemSlot.background.color = equipedBackground; weapon = newWeapon; currentWeaponItem = weaponItem; GameManager.instance.player.OnChangeWeapon(newWeapon); GameManager.instance.attackButton.OnChangeWeapon(newWeapon); return(true); } else { currentWeaponItem.itemSlot.background.color = normalBackground; currentWeaponItem = null; weapon = defaultWeapon; GameManager.instance.player.OnChangeWeapon(defaultWeapon); GameManager.instance.attackButton.OnChangeWeapon(defaultWeapon); return(false); } }
private void UnEquipItem(MessageTemplate template, NetIncomingMessage message) { int index = -1; try { int.TryParse(template.JsonMessage, out index); } catch { } if (index != -1) { CharacterPlayer character = MapContainer.FindCharacterByID(message.SenderConnection.RemoteUniqueIdentifier); WeaponItem newItem = character.GetInventory().ElementAt(index); if (newItem != null) { int type = (int)newItem.GetEqupmentType(); WeaponItem currentItem = character.Equipment[type]; if (currentItem == null) { character.Inventory[index] = null; } else { character.Inventory[index] = currentItem; } character.Equipment[type] = newItem; } } }
void ConstructItemDatabase() { for (int i = 0; i < itemData.Count; i++) { dataBase.Add(new Item((int)itemData[i]["id"], itemData[i]["title"].ToString(), itemData[i]["type"].ToString(), (int)itemData[i]["value"], itemData[i]["description"].ToString(), (int)itemData[i]["rarity"], (bool)itemData[i]["stackable"], itemData[i]["slug"].ToString())); if (dataBase[i].Type == "Weapon") { WeaponItem newWeapon = new WeaponItem(dataBase[i], itemData[i]["components"]["1"].ToString(), itemData[i]["components"]["2"].ToString(), itemData[i]["components"]["3"].ToString(), (int)itemData[i]["stats"]["moveSpeed"], (int)itemData[i]["stats"]["damage"], (int)itemData[i]["stats"]["range"], (bool)itemData[i]["droppable"]); dataBase[i] = newWeapon; } else if (dataBase[i].Type == "Component") { ComponentItem newComponent = new ComponentItem(dataBase[i]); for (int j = 0; j < itemData[i]["parts"].Count; j++) { ComponentData newComponentData = new ComponentData(dataBase[i].Slug, itemData[i]["parts"][j].ToString()); newComponent.componentTypes.Add(newComponentData); } dataBase[i] = newComponent; } } }
public void LoadWeapon(WeaponItem weaponItem) { //UnloadWeaponAndDestroy(); if (weaponItem == null) { UnloadWeapon(); return; } //GameObject model = Instantiate(weaponItem.modelPrefab) as GameObject; if (model != null) { if (parentOverride != null) { //parentOverride.localPosition += offset; model.transform.parent = parentOverride; //model.transform.localPosition = new Vector3(0.820865f, -0.41220f, -0.959670f); //model.transform.localRotation = new Quaternion(-158.692f, -10.91f, -4.164978f); } else { model.transform.parent = transform; } //model.transform.localPosition = Vector3.zero; //model.transform.localRotation = Quaternion.identity; } currentWeaponModel = model; }
public void UpdateWeaponQuickslotsUI(WeaponHolderSlot.SlotTypes slotType, WeaponItem weapon) { switch (slotType) { case WeaponHolderSlot.SlotTypes.leftHand: if (weapon.icon != null) { leftWeaponIcon.sprite = weapon.icon; leftWeaponIcon.enabled = true; } else { leftWeaponIcon.sprite = null; leftWeaponIcon.enabled = false; } break; case WeaponHolderSlot.SlotTypes.rightHand: if (weapon.icon != null) { rightWeaponIcon.sprite = weapon.icon; rightWeaponIcon.enabled = true; } else { rightWeaponIcon.sprite = null; rightWeaponIcon.enabled = false; } break; } }
private bool CheckIfNeedToUpdate(CharacterPlayer current, CharacterPlayer recieved) { for (int i = 0; i < current.GetInventory().Length - 1; i++) { WeaponItem existing = current.GetInventory()[i]; WeaponItem newItem = recieved.GetInventory()[i]; if ((existing != null && newItem == null) || (existing == null && newItem != null)) { return(true); } if (existing != null & newItem != null && !existing.Name.Equals(newItem.Name)) { return(true); } } for (int i = 0; i < current.Equipment.Length - 1; i++) { EqupmentBase existing = current.GetEquipment()[i]; EqupmentBase newItem = recieved.GetEquipment()[i]; if ((existing != null && newItem == null) || (existing == null && newItem != null)) { return(true); } if (existing != null & newItem != null && !existing.Name.Equals(newItem.Name)) { return(true); } } return(false); }
public void ClearSlot() { item = null; icon.enabled = false; icon.sprite = null; }
public virtual void AddItem(WeaponItem newItem) { item = newItem; icon.sprite = item.icon; icon.enabled = true; gameObject.SetActive(true); }
public virtual void ClearSlot() { item = null; icon.sprite = null; icon.enabled = false; gameObject.SetActive(false); }
private void CreateNewData() { AssetDatabase.CreateAsset(_weaponItem, $"Assets/Scriptable Objects/Weapons/" + _name + ".asset"); AssetDatabase.SaveAssets(); _weaponItem = CreateInstance <WeaponItem>(); }
private void Awake() { if (photonView.IsMine != true) { return; } foreach (Transform t in this.transform.Find("Model")) { if (t.name == "Firing") { Weapons.Add(t); } } Cube = this.GetComponent <PlayerCube>(); Weapon = Cube.weapon; foreach (FiringPoint Point in Weapon.Points) { NextTimesToFire.Add(0); } foreach (FiringPoint Point in Weapon.Points) { SplitFiringSelection.Add(0); } }
public void exchangeItem(int char_Index0, int item_Index0, int char_Index1, int item_Index1) { RPGCharacter ch0 = _gameCharList[char_Index0]; RPGCharacter ch1 = _gameCharList[char_Index1]; WeaponItem item0 = ch0.Logic.Info.Items.GetWeaponByIndex(item_Index0); WeaponItem item1 = ch1.Logic.Info.Items.GetWeaponByIndex(item_Index1); if (item0 == null) { return; } if (item1 == null) { ch0.Logic.Info.Items.RemoveWeaponByIndex(item_Index0); ch1.Logic.Info.Items.AddWeapon(item0, null); } else { ch0.Logic.Info.Items.RemoveWeaponByIndex(item_Index0); ch1.Logic.Info.Items.RemoveWeaponByIndex(item_Index1); ch0.Logic.Info.Items.AddWeapon(item1, item_Index0); ch1.Logic.Info.Items.AddWeapon(item0, item_Index1); } ipBottom.Init(_gameCharList[selectedCharIndex].Logic); ipTop.Init(_gameCharList[exchangeCharIndex].Logic); }
private void BattleAction_SelectWeapon(WeaponItem item) { battleManager.ChangeState(BattleManager.EBattleState.SelectTarget); if (item == null) { Debug.LogError("选择的武器是null"); } else { Debug.Log(item.ToString()); } BattleActionMenu.Hide(); BattleSelectWeaponMenu.Hide(); CharacterLogic logic = battleManager.CurrentCharacterLogic; logic.Info.Items.EquipWeapon(item); //从选择的武器确定 var rangeType = item.GetDefinition().RangeType; EnumSelectEffectRangeType selRangeType = rangeType.SelectType; Vector2Int selRange = rangeType.SelectRange; EnumSelectEffectRangeType effRangeType = rangeType.EffectType; Vector2Int effRange = rangeType.EffectRange; logic.BattleInfo.SetSelectTargetParam(CharacterBattleInfo.EBattleActionType.Attack, logic.GetTileCoord(), selRangeType, selRange, effRangeType, effRange); battleManager.ShowSelectTargetRangeAction(logic); MenuUndoAction.Push(UndoSelectWeapon); }
public void AddItem(WeaponItem newItem) { item = newItem; //icon.sprite = newItem.icon; icon.enabled = true; }
public void LoadData(Data data) { WeaponItem item = ((Data <WeaponItem>)data).value; weapon = Instantiate(item.itemRef).GetComponent <Weapon>(); SetWeapon(); }
private void BuildClassWeapon(WeaponItem wItem, MechManager mechManager, SectionManager sectionManager, int secIndex, int subIndex, int classIndex) { if (wItem == null) { return; } /* Create the Wep */ GameObject newWeapon = Object.Instantiate(wItem.prefab); newWeapon.transform.parent = sectionManager.GetSectionLinksByIndex(secIndex, classIndex)[subIndex]; newWeapon.transform.localPosition = Vector3.zero; newWeapon.transform.localEulerAngles = Vector3.zero; /* Add the weapons to the MechManager on the mech encapsulating object */ mechManager.GetWeaponObjByIndex(secIndex).Add(newWeapon); /* Add the ref to the parent section to the weapon's script */ newWeapon.GetComponent <WeaponExecutable>().sectionParent = sectionManager.GetSectionByIndex(secIndex); newWeapon.GetComponent <WeaponExecutable>().mechManager = mechManager; // Move into modify??? /* Create an executable for the weapon and add it to MechManager ref */ mechManager.GetExecutableByIndex(secIndex).Add(newWeapon.GetComponent <WeaponExecutable>()); }
public void ChangeLeftWeapon() { currentLeftWeaponIndex = currentLeftWeaponIndex + 1; if (currentLeftWeaponIndex == 0 && weaponInLeftHandSlots[0] != null) { leftWeapon = weaponInLeftHandSlots[currentLeftWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInLeftHandSlots[currentLeftWeaponIndex], true); } else if (currentLeftWeaponIndex == 0 && weaponInLeftHandSlots[0] == null) { currentLeftWeaponIndex = currentLeftWeaponIndex + 1; } else if (currentLeftWeaponIndex == 1 && weaponInLeftHandSlots[1] != null) { leftWeapon = weaponInLeftHandSlots[currentLeftWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInLeftHandSlots[currentLeftWeaponIndex], true); } else if (currentLeftWeaponIndex == 1 && weaponInLeftHandSlots[1] == null) { currentLeftWeaponIndex = currentLeftWeaponIndex + 1; } if (currentLeftWeaponIndex > weaponInLeftHandSlots.Length - 1) { currentLeftWeaponIndex = 0; leftWeapon = weaponInLeftHandSlots[currentLeftWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInLeftHandSlots[currentLeftWeaponIndex], true); } isFireWeaponEquiped = false; }
public void ChangeRightWeapon() { currentRightWeaponIndex = currentRightWeaponIndex + 1; if (currentRightWeaponIndex == 0 && weaponInRightHandSlots[0] != null) { rightWeapon = weaponInRightHandSlots[currentRightWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInRightHandSlots[currentRightWeaponIndex], false); } else if (currentRightWeaponIndex == 0 && weaponInRightHandSlots[0] == null) { currentRightWeaponIndex = currentRightWeaponIndex + 1; } else if (currentRightWeaponIndex == 1 && weaponInRightHandSlots[1] != null) { rightWeapon = weaponInRightHandSlots[currentRightWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInRightHandSlots[currentRightWeaponIndex], false); } else if (currentRightWeaponIndex == 1 && weaponInRightHandSlots[1] == null) { currentRightWeaponIndex = currentRightWeaponIndex + 1; } if (currentRightWeaponIndex > weaponInRightHandSlots.Length - 1) { currentRightWeaponIndex = 0; rightWeapon = weaponInRightHandSlots[currentRightWeaponIndex]; weaponSlotManager.LoadWeaponOnSlot(weaponInRightHandSlots[currentRightWeaponIndex], false); } isFireWeaponEquiped = false; _gunSheet.DisableGunSheet(); }
void ConsumeRequiredWeaponsAmmo(Entity caster) { // requires no weapon category? // then we can't find weapon and check ammo. just allow it. // (monsters have no weapon requirements and don't even have an // equipment component) if (string.IsNullOrWhiteSpace(requiredWeaponCategory)) { return; } int weaponIndex = caster.equipment.GetEquippedWeaponIndex(); if (weaponIndex != -1) { // no ammo required, or has that ammo equipped? WeaponItem itemData = (WeaponItem)caster.equipment.slots[weaponIndex].item.data; if (itemData.requiredAmmo != null) { int ammoIndex = caster.equipment.GetItemIndexByName(itemData.requiredAmmo.name); if (ammoIndex != 0) { // reduce it ItemSlot slot = caster.equipment.slots[ammoIndex]; --slot.amount; caster.equipment.slots[ammoIndex] = slot; } } } }
private void SetupDualWieldItem(WeaponItemRuntime item) { //Place Weapon In Left Hand item.transform.SetParent(playerLeftHand); item.transform.localPosition = Vector3.zero; item.transform.localRotation = Quaternion.identity; //Get Ranged Component To Setup Left Hand Pivot WeaponItemRuntimeRanged leftHandRangedComponent = item as WeaponItemRuntimeRanged; leftHandRangedComponent.pivot.localPosition = leftHandRangedComponent.rangedData.leftHandPivotPosition; leftHandRangedComponent.pivot.localRotation = Quaternion.Euler(leftHandRangedComponent.rangedData.leftHandPivotRotation); leftHandRangedComponent.PickupWeaponPlayer(); WeaponItemRuntimeRanged rightHandRangedComponent = inventoryWeapons[currentWeaponInList] as WeaponItemRuntimeRanged; //Add Dual Wield Component To It WeaponItemRuntimeRangedDualWielded dualWieldComponent = item.gameObject.AddComponent <WeaponItemRuntimeRangedDualWielded>(); WeaponItemRanged_DualWielded dualData = leftHandRangedComponent.rangedData.dualWieldParentData; dualWieldComponent.SetupDualWield(dualData, leftHandRangedComponent, rightHandRangedComponent); //Swap Inventory To The Dual Wield Component inventoryWeapons[currentWeaponInList] = dualWieldComponent; currentWeaponItem = dualData; currentWeaponItemRuntime = dualWieldComponent; weaponController.OnWeaponEquipped(currentWeaponItemRuntime); }
public bool EquipWeapon(ItemInfo toEquip) { if (toEquip == null || !toEquip.item) { return(false); } if (!toEquip.item.IsWeapon) { return(false); } WeaponItem weapon = toEquip.item as WeaponItem; ATK += weapon.CutATK + weapon.Powerup.ATK_Add + (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.ATK_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.ATK_Add : 0); DEF += weapon.DEF + weapon.Powerup.DEF_Add + (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.DEF_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.DEF_Add : 0); Hit += weapon.Hit + weapon.Powerup.Hit_Add + (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.Hit_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.Hit_Add : 0); HP.Max += (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.HP_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.HP_Add : 0); MP.Max += (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.MP_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.MP_Add : 0); Dodge += (toEquip.gemstone1 ? toEquip.gemstone1.Powerup.Dodge_Add : 0) + (toEquip.gemstone2 ? toEquip.gemstone2.Powerup.Dodge_Add : 0); if (weapon.IsPrimary) { primaryWeapon = toEquip; } else { secondaryWeapon = toEquip; } return(true); }
public void CreateAnimation(Player player, GameObject animationObject, WeaponItem weapon, Transform targetTransform, float animationSpeed) { //Set the animation's sprite //TODO make or find a sprite for fisticuffs attacks Sprite weaponSprite = weapon == null ? player.sprite : weapon.GroundSprite; SpriteRenderer animationSpriteRenderer = animationObject.GetComponent <SpriteRenderer>(); animationSpriteRenderer.sprite = weaponSprite; //Calculate relative location of the enemy Vector3 targetLoc = targetTransform.position - animationObject.transform.position; Animation attackAnimation = animationObject.GetComponent <Animation>(); AnimationClip attackClip = new AnimationClip(); attackClip.legacy = true; AnimationEvent showSprite = new AnimationEvent(); showSprite.functionName = "EnableSprite"; showSprite.objectReferenceParameter = animationSpriteRenderer; showSprite.time = 0.0f; AnimationEvent hideSprite = new AnimationEvent(); hideSprite.functionName = "DisableSprite"; hideSprite.objectReferenceParameter = animationSpriteRenderer; hideSprite.time = 2.0f; attackClip.AddEvent(showSprite); attackClip.AddEvent(hideSprite); // create curves to move the sprite //Create shared initial and end frames Keyframe initFrame = new Keyframe(0.0f, 0.0f); Keyframe endFrame = new Keyframe(2.0f, 0.0f); //Create keyframe array for x position transformation Keyframe[] xKeys = new Keyframe[] { initFrame, new Keyframe(1.0f, targetLoc.x), endFrame }; AnimationCurve xCurve = new AnimationCurve(xKeys); //Create keyframe array for y position transformation Keyframe[] yKeys = new Keyframe[] { initFrame, new Keyframe(1.0f, targetLoc.y), endFrame }; AnimationCurve yCurve = new AnimationCurve(yKeys); attackClip.SetCurve("", typeof(Transform), "localPosition.x", xCurve); attackClip.SetCurve("", typeof(Transform), "localPosition.y", yCurve); attackAnimation.AddClip(attackClip, "attack"); attackAnimation["attack"].speed = animationSpeed; Debug.Log("animation speed: " + animationSpeed.ToString()); //attackAnimation.Play("attack"); Vector3 endLoc = animationObject.transform.position; }
public void ClearItem() { weapon = null; icon.sprite = null; icon.enabled = false; gameObject.SetActive(false); }
public void SetNewWeapon(WeaponItem weapon) { if (weapon.type == WeaponType.Dual || weapon.type == WeaponType.Single) { DisableAll(rHipWeapons); DisableAll(lHipWeapons); weapon.rHip.SetActive(true); if (weapon.type == WeaponType.Dual) { weapon.lHip.SetActive(true); } } else { DisableAll(auxiliaryWeapons); weapon.auxiliary.SetActive(true); } // Disable old weapon hand items DisableWeaponHands(); currentWeapon = weapon; }
public static int GetTargetModifier(Unit target, WeaponItem weapon) { int modifier = 0; if (target.running) { modifier -= 1; } Debug.Log("target modifier = " + modifier); return modifier; }
public static int GetShooterModifier(Unit shooter, WeaponItem weapon, int range) { int modifier = 0; if (range <= weapon.shortRange) { modifier += weapon.shortModifier; } else if (range > weapon.shortRange && range <= weapon.longRange) { modifier += weapon.longModifier; } Debug.Log("shooter modifier = " + modifier); return modifier; }
public static int GetRequiredWoundRoll(Unit target, WeaponItem weapon, int roll) { int requiredRoll; int t = target.toughness; int s = weapon.strength; requiredRoll = t - s + 4; if (requiredRoll > 7) { requiredRoll = 100; } else if (requiredRoll == 7) { requiredRoll = 6; } return requiredRoll; }
//Sets current WeaponItem 'weapon' public void SetWeapon(WeaponItem weapon) { this.weapon = weapon; }
void Awake() { item = WeaponItem.create(itemType); }
public void EquipWeapon(WeaponItem a_weapon) { _EquipedWeapon = a_weapon; /*if (_EquipedWeapon != null)//Stat setting { _AttackDamage = _EquipedWeapon.attackDamage; _AttackSpeed = _EquipedWeapon.attackSpeed; _AttackRange = _EquipedWeapon.range; //_Weight.flatBonus = _EquipedWeapon.weight; }*/ }
public void EquipWeapon(WeaponItem i) { if (i.EquipedState) { this.Aggression -= i.AggressionValue; i.EquipedState = false; } else { this.Aggression += i.AggressionValue; i.EquipedState = true; } }
public void Awake() { //Debug.Log("wepon init"); weaponItem = WeaponManager.Instance.GetWeaponItemById(ID); if (weaponItem == null) { Debug.LogError("Miss weapon info."); return; } WeaponProperty wp = weaponItem.GetCurrentProperty(); attack = wp.Power; shootInterval = 1f / wp.FireRate; this.scoreBonus = wp.ScoreBonus; curBulltCount = BulletCount = wp.BulletCount; magSize = wp.ClipSize; }
public void spawnWeapon(WeaponItem weapon, Point spawnTile, int spawnType) { weapon.onSpawn(spawnTile, spawnType); }