public void DropLoot() { if (weaponDrop != EnumDefinitions.WeaponType.None) { GameObject obj = Resources.Load(string.Format("Prefabs/Drops/Weapons/{0} Drop", weaponDrop.ToString())) as GameObject; Instantiate(obj, transform.position, Quaternion.identity); } if (miscDrops != EnumDefinitions.MiscDropTypes.None) { GameObject obj = Resources.Load(string.Format("Prefabs/Drops/Misc/{0} Drop", miscDrops.ToString())) as GameObject; Instantiate(obj, transform.position, Quaternion.identity); } coinPrefab = Resources.Load("Prefabs/Drops/Misc/Coin Drop") as GameObject; for (int i = 0; i < coinAmount; i++) { Instantiate(coinPrefab, transform.position, Quaternion.identity); } }
public void SwitchWeapons(EnumDefinitions.WeaponType nextWeapon) { if (nextWeapon != EnumDefinitions.WeaponType.None) { Destroy(currentWeapon); GameObject weaponPrefab = Resources.Load(string.Format("Prefabs/Weapons/{0} Weapon", nextWeapon.ToString())) as GameObject; currentWeapon = Instantiate(weaponPrefab, weaponSpawn.position, weaponSpawn.rotation); currentWeapon.transform.parent = weaponSpawn; currentWeapon.GetComponent <Weapon>().PassEntityAnimator(entityAnimator); // currentWeapon.GetComponent<CopyLocation>().CopyLocationOf(playerHands); // currentWeapon.GetComponent<CopyLocation>().ToggleAxis(2); // Pull the targets from the weapon here // provide the ik hands the target here LeftHand.ProvideNewTarget(currentWeapon.GetComponent <Weapon>().leftIKTarget); RightHand.ProvideNewTarget(currentWeapon.GetComponent <Weapon>().rightIKTarget); uiController.ChangeWeaponInfo(currentWeapon.GetComponent <Weapon>().weaponIcon, currentWeapon.GetComponent <Weapon>().maxProjectileCount); } }