// Update is called once per frame void Update () { // activeWeapon = WeaponList [weaponNumber].GetComponent<controlDeArmasEnemigo> (); activeWeapon = WeaponList [weaponNumber].GetComponent<controlDeArmasEnemigo> (); IKtargetPo.handPlacement = activeWeapon.handPosition.transform; activeWeapon.equip = false; //customiK.target = IKtargetPo.handPlacement; weaponType = activeWeapon.wepoType; if(!IKtargetPo.DebugIk){ switch (weaponType) { case WeaponType.Pistol: anim.SetInteger ("arma", 0); IKtargetPo.elbowPlacement.localPosition = IKtargetPo.elbowPistolpos; break; case WeaponType.Rifle: anim.SetInteger ("arma", 1); IKtargetPo.elbowPlacement.localPosition = IKtargetPo.elbowRiflepos; break; } } }
// Use this for initialization void Start () { weaponNumber=0; foreach (GameObject go in WeaponList) { go.GetComponent<controlDeArmasEnemigo> ().hasOwner = true; Debug.Log ("ARMA" + go.GetComponent<controlDeArmasEnemigo> ().wepoType); } //customiK = GetComponentInChildren < customIK> (); activeWeapon = WeaponList [weaponNumber].GetComponent<controlDeArmasEnemigo> (); IKtargetPo.handPlacement = activeWeapon.handPosition.transform; IKtargetPo.elbowPlacement = new GameObject ().transform; activeWeapon.equip = true; //customiK.target = IKtargetPo.handPlacement; //customiK.elbowTarget=IKtargetPo.elbowPlacement; IKtargetPo.elbowPlacement.parent = transform; anim = GetComponent<Animator> (); }
static bool tenemosMUnicion(controlDeArmasEnemigo aW){ if (aW.curAmmo > 0) { return true; } else { return false; } }
static bool compararArma(controlDeArmasEnemigo armaE,controlDeArmasJugador armaJ ){ bool retVal = false; Debug.Log ("Arma del JUGADOR" + armaJ.wepoType.ToString ()); Debug.Log ("Arma del Enemigo" + armaE.wepoType.ToString()); if(armaE.wepoType.ToString() == armaJ.wepoType.ToString()){ //decider //posibilidad de atacar del 50 % int random=Random.Range(0,11); Debug.Log ("tiene la misma Arma"); if(random<= 5){ Debug.Log ("tiene la misma Arma y ataco con valor "+random); retVal = true; } }else{ if (armaE.wepoType == managerDeArmasEnemigo.WeaponType.Rifle) { Debug.Log ("rifle en el no jugador"); retVal = true; }if(armaJ.wepoType.ToString()== managerDeArmasEnemigo.WeaponType.Pistol.ToString()){ Debug.Log ("el jugador sua una pistola"); retVal = true; } } return retVal; }