public void CollectWeapon(Rigidbody newBulletPrefab) { BulletTracker.CollectAmmo(newBulletPrefab.GetComponent <BulletSpec> ()); // Find through currently obtained weapons to add the ammo for (int i = 0; i < ammoTrackerList.Count; i++) { AmmoTracker ammoTracker = ammoTrackerList[i]; if (ammoTracker.AddAmmo(newBulletPrefab)) // We have this weapon already. Add ammo. { if (ammoTrackerListIndex == i) // Only update UI if currently showing this gun { ammoUI.UpdateAmmo(ammoTracker); gunAudio.clip = bulletSpec.shootAudio; // Restore shooting sound (in case ammo was empty) } return; } } { // Cannot find -> this is a new weapon, add new AmmoTracker ammoTrackerList.Add(new AmmoTracker(newBulletPrefab)); AmmoTracker ammoTracker = ammoTrackerList[ammoTrackerList.Count - 1]; // Update currentAmmoTracker and UI if this is the 1st weapon collected if (ammoTrackerListIndex == ammoTrackerList.Count - 1) { EquipWeapon(ammoTracker); } } }
// Use thiss for initialization void Start() { Instance = this; ammoText = GetComponent <Text> (); ammoText.text = "45/45"; reloading = false; ammo = 45; maxAmmo = ammo; secondsCalc = 0.0f; currentReloadTime = 0.125f; }
void EquipWeapon(AmmoTracker ammoTracker) { currentAmmoTracker = ammoTracker; bulletPrefab = currentAmmoTracker.bulletPrefab; bulletSpec = currentAmmoTracker.bulletSpec; ammoUI.UpdateWeapon(currentAmmoTracker); if (currentAmmoTracker.AmmoAvailable()) { gunAudio.clip = bulletSpec.shootAudio; } else { gunAudio.clip = noAmmoAudio; } }
void OnTriggerStay(Collider other) { if (other.gameObject.tag == "Player") { campUI.SetActive(true); campUI.GetComponent <TextMeshProUGUI>().text = "Press E to Heal."; if (Input.GetButton("Interact")) { //Debug.Log("pressed"); NumberTracker playerNums = other.gameObject.GetComponent <NumberTracker>(); playerNums.heal(playerNums.healthMax); AmmoTracker ammo = playerNums.GetComponentInChildren <AmmoTracker>(); ammo.reload(); } } }
private void Start() { inputField = this.gameObject.GetComponent(typeof(InputField)) as InputField; ammoTracker = this.gameObject.transform.parent.transform.parent.transform.parent.GetComponentInChildren <AmmoTracker>(); }
public void Start() { ammoTracker = transform.parent.GetChild(2).GetComponent <AmmoTracker>(); }
// Start is called before the first frame update void Start() { ammo = weaponHandler.GetComponent <AmmoTracker>(); anim = GetComponent <Animation>(); shooty = projectileSource.GetComponent <ProjectileValues>(); }