public void pickUpWeapon() //kiem tra xem co cam vu khi khong neu co thi set pickup cua vu khi vao button { if (weaponController) { checkWeapon = false; } if (!weaponController) { if (checkWeapon) { for (int i = 0; i < weaponManager.weaponItem.Length; i++) { if (weaponManager.weaponItem[i].id == idItem) { weapon = weaponManager.weaponItem[i]; } } text.text = "Throw"; GameObject mainWeapon; mainWeapon = Instantiate(weapon.weaponPrefab, weapon.position, Quaternion.identity) as GameObject; if (weapon.checkTwoHands) { GameObject CloneWeapon; CloneWeapon = Instantiate(weapon.weaponPrefabClone, weapon.position, Quaternion.identity) as GameObject; CloneWeapon.transform.SetParent(handRight); CloneWeapon.transform.localPosition = weapon.position2; CloneWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation2); CloneWeapon.transform.localScale = weapon.Scale2; CloneWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; CloneWeapon.tag = "weaponEnemy"; CloneWeapon.layer = 8; mainWeapon.GetComponent <WeaponController>().rightHands = CloneWeapon.GetComponent <CloneWeaponController>(); } switch (weapon.equipSlots) { case EquipmentSlot.Head: mainWeapon.transform.SetParent(head); break; case EquipmentSlot.Hands: mainWeapon.transform.SetParent(hand); break; case EquipmentSlot.Legs: mainWeapon.transform.SetParent(leg); break; default: break; } mainWeapon.transform.localPosition = weapon.position; mainWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation); mainWeapon.transform.localScale = weapon.Scale; mainWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; mainWeapon.tag = "weaponEnemy"; mainWeapon.layer = 10; mainWeapon.GetComponent <WeaponController>().DamageWeapon = weapon.damage; weaponController = GetComponentInChildren <WeaponController>(); destroyweapon = true; } } else { Debug.Log("don't see any weapon close!"); } }
public void createWeapon() // khoi tao vu khi lan dau chon { int sum = 0; for (int i = 0; i < weaponManager.weaponItem.Length; i++) { if (weaponManager.weaponItem[i].checkUse) { weapon = weaponManager.weaponItem[i]; sum++; } } if (sum == 0) { weapon = weaponManager.weaponItem[0]; } GameObject mainWeapon; mainWeapon = Instantiate(weapon.weaponPrefab, weapon.position, Quaternion.identity) as GameObject; if (weapon.checkTwoHands) { GameObject CloneWeapon; CloneWeapon = Instantiate(weapon.weaponPrefabClone, weapon.position, Quaternion.identity) as GameObject; CloneWeapon.transform.SetParent(handRight); CloneWeapon.transform.localPosition = weapon.position2; CloneWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation2); CloneWeapon.transform.localScale = weapon.Scale2; CloneWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; CloneWeapon.tag = "weaponEnemy"; CloneWeapon.layer = 10; mainWeapon.GetComponent <WeaponController>().rightHands = CloneWeapon.GetComponent <CloneWeaponController>(); } switch (weapon.equipSlots) { case EquipmentSlot.Head: mainWeapon.transform.SetParent(head); break; case EquipmentSlot.Hands: mainWeapon.transform.SetParent(hand); break; case EquipmentSlot.Legs: mainWeapon.transform.SetParent(leg); break; default: break; } mainWeapon.transform.localPosition = weapon.position; mainWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation); mainWeapon.transform.localScale = weapon.Scale; mainWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; mainWeapon.tag = "weaponEnemy"; mainWeapon.layer = 10; mainWeapon.GetComponent <WeaponController>().DamageWeapon = weapon.damage; weaponController = GetComponentInChildren <WeaponController>(); }
public void createWeapon() // khoi tao vu khi lan dau chon { if (idItem != null) { for (int i = 0; i < weaponManager.weaponItem.Length; i++) { if (weaponManager.weaponItem[i].id == idItem) { weapon = weaponManager.weaponItem[i]; } } GameObject mainWeapon; mainWeapon = Instantiate(weapon.weaponPrefab, weapon.position, Quaternion.identity) as GameObject; if (weapon.checkTwoHands) { GameObject CloneWeapon; CloneWeapon = Instantiate(weapon.weaponPrefabClone, weapon.position, Quaternion.identity) as GameObject; CloneWeapon.transform.SetParent(handRight); CloneWeapon.transform.localPosition = weapon.position2; CloneWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation2); CloneWeapon.transform.localScale = weapon.Scale2; CloneWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; CloneWeapon.tag = "weaponEnemy"; CloneWeapon.layer = 10; var tes = CloneWeapon.GetComponentsInChildren <Collider2D>(); for (int i = 0; i < tes.Length; i++) { tes[i].isTrigger = true; } mainWeapon.GetComponent <WeaponController>().rightHands = CloneWeapon.GetComponent <CloneWeaponController>(); } switch (weapon.equipSlots) { case EquipmentSlot.Head: mainWeapon.transform.SetParent(head); break; case EquipmentSlot.Hands: mainWeapon.transform.SetParent(hand); break; case EquipmentSlot.Legs: mainWeapon.transform.SetParent(leg); break; default: break; } mainWeapon.transform.localPosition = weapon.position; mainWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation); mainWeapon.transform.localScale = weapon.Scale; mainWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; mainWeapon.tag = "weaponEnemy"; mainWeapon.layer = 10; var tes1 = mainWeapon.GetComponentsInChildren <Collider2D>(); for (int i = 0; i < tes1.Length; i++) { tes1[i].isTrigger = true; } if (damageWeaponBase != 0) { mainWeapon.GetComponent <WeaponController>().DamageWeapon = damageWeaponBase; } else { mainWeapon.GetComponent <WeaponController>().DamageWeapon = weapon.damage; } if (damageWeaponSkill != 0) { mainWeapon.GetComponent <WeaponController>().DamageSkill = damageWeaponSkill; } else { mainWeapon.GetComponent <WeaponController>().DamageSkill = weapon.skillDamage; } weaponController = GetComponentInChildren <WeaponController>(); if (ai) { ai.setWeaponController(); } } else { weapon = weaponManager.weaponItem[0]; GameObject mainWeapon; mainWeapon = Instantiate(weapon.weaponPrefab, weapon.position, Quaternion.identity) as GameObject; switch (weapon.equipSlots) { case EquipmentSlot.Head: mainWeapon.transform.SetParent(head); break; case EquipmentSlot.Hands: mainWeapon.transform.SetParent(hand); break; case EquipmentSlot.Legs: mainWeapon.transform.SetParent(leg); break; default: break; } mainWeapon.transform.localPosition = weapon.position; mainWeapon.transform.localRotation = Quaternion.Euler(weapon.rotation); mainWeapon.transform.localScale = weapon.Scale; mainWeapon.GetComponent <Rigidbody2D>().bodyType = RigidbodyType2D.Kinematic; mainWeapon.tag = "weaponEnemy"; mainWeapon.layer = 10; var tes = mainWeapon.GetComponentsInChildren <Collider2D>(); for (int i = 0; i < tes.Length; i++) { tes[i].isTrigger = true; } /*mainWeapon.GetComponent<WeaponController>().DamageWeapon = weapon.damage; * mainWeapon.GetComponent<WeaponController>().DamageSkill = weapon.skillDamage;*/ if (damageWeaponBase != 0) { mainWeapon.GetComponent <WeaponController>().DamageWeapon = damageWeaponBase; } else { mainWeapon.GetComponent <WeaponController>().DamageWeapon = weapon.damage; } if (damageWeaponSkill != 0) { mainWeapon.GetComponent <WeaponController>().DamageSkill = damageWeaponSkill; } else { mainWeapon.GetComponent <WeaponController>().DamageSkill = weapon.skillDamage; } weaponController = GetComponentInChildren <WeaponController>(); if (ai) { ai.setWeaponController(); } } }