private bool CanShoot() { int numberOfAmmunition = ammunition; if (ammunitionLeft != GunsConstants.InfinityAmmunition()) { numberOfAmmunition += ammunitionLeft; } return Time.time - lastShootTime > shootTimeInterval && numberOfAmmunition != GunsConstants.EmptyMagazine(); }
public bool HasAmmoLeft() { int numberOfAmmunition = ammunition; if (ammunitionLeft != GunsConstants.InfinityAmmunition()) { numberOfAmmunition += ammunitionLeft; } return numberOfAmmunition == GunsConstants.EmptyMagazine() ? false : true; }
public void AddMachinegunAmmo() { if (guns[GunsConstants.MachinegunGunType()].AmmunitionLeft == GunsConstants.EmptyMagazine() && guns[GunsConstants.MachinegunGunType()].Ammunition == GunsConstants.EmptyMagazine()) { guns[GunsConstants.MachinegunGunType()].Ammunition = GunsConstants.MachinegunMagazineCapacity(); guns[GunsConstants.MachinegunGunType()].AmmunitionLeft = GunsConstants.MachineStartAmmunitionLeftQuantity(); } else if (guns[GunsConstants.MachinegunGunType()].Ammunition == GunsConstants.EmptyMagazine()) { guns[GunsConstants.MachinegunGunType()].Ammunition += GunsConstants.MachinegunMagazineCapacity(); guns[GunsConstants.MachinegunGunType()].AmmunitionLeft += GunsConstants.MachinegunMagazineCapacity(); } else { guns[GunsConstants.MachinegunGunType()].AmmunitionLeft += GunsConstants.MachineStartAmmunitionLeftQuantity(); } if (guns[GunsConstants.MachinegunGunType()].Ammunition > GunsConstants.MachinegunMagazineCapacity()) { guns[GunsConstants.MachinegunGunType()].Ammunition = GunsConstants.MachinegunMagazineCapacity(); } if (guns[GunsConstants.MachinegunGunType()].AmmunitionLeft > GunsConstants.MachinegunTotalAmmunitionCapacity()) { guns[GunsConstants.MachinegunGunType()].AmmunitionLeft = GunsConstants.MachinegunTotalAmmunitionCapacity(); } }
private void CreateGuns() { Gun Pistol = new Gun(); Pistol.Type = GunType.Pistol; Pistol.AmmunitionLeft = GunsConstants.InfinityAmmunition();; Pistol.Ammunition = 7; Gun Submachinegun = new Gun(); Submachinegun.Type = GunType.SubMachinegun; Submachinegun.AmmunitionLeft = GunsConstants.EmptyMagazine(); Submachinegun.Ammunition = GunsConstants.EmptyMagazine(); Gun Machinegun = new Gun(); Machinegun.Type = GunType.Machinegun; Machinegun.AmmunitionLeft = GunsConstants.EmptyMagazine(); Machinegun.Ammunition = GunsConstants.EmptyMagazine(); guns = new Gun[3]; guns[GunsConstants.PistolGunType()] = Pistol; guns[GunsConstants.SubmachinegunGunType()] = Submachinegun; guns[GunsConstants.MachinegunGunType()] = Machinegun; }
void Start () { isReloading = false; if (owner == GunOwner.Player) { GameHUDManager.instance.HideReloadingText(); } if (Ammunition == GunsConstants.EmptyMagazine()) { isReloading = true; startReloadingTime = Time.time; Reload(); } audio.clip = audioClip; }
public void Restart() { if (guns == null || guns.Length == 0) { CreateGuns(); } guns[GunsConstants.PistolGunType()].Ammunition = 7; guns[GunsConstants.SubmachinegunGunType()].AmmunitionLeft = GunsConstants.EmptyMagazine(); guns[GunsConstants.SubmachinegunGunType()].Ammunition = GunsConstants.EmptyMagazine(); guns[GunsConstants.MachinegunGunType()].AmmunitionLeft = GunsConstants.EmptyMagazine(); guns[GunsConstants.MachinegunGunType()].Ammunition = GunsConstants.EmptyMagazine(); playerLives = 1; }
public void Shoot(int direction, string tag) { if (!isReloading) { if (CanShoot()) { Vector3 spawnPosition = spawnPoint.transform.position; Bullet firedBullet; firedBullet = (Instantiate(bullet, spawnPosition, Quaternion.identity) as Bullet); firedBullet.Shoot(direction); firedBullet.tag = tag; ammunition--; lastShootTime = Time.time; audio.Play(); if (ammunition == GunsConstants.EmptyMagazine()) { isReloading = true; startReloadingTime = Time.time; if (owner == GunOwner.Player) { GameHUDManager.instance.ShowReloadingText(); } Reload(); } } } }
public Gun CurrentGun() { if (guns[GunsConstants.MachinegunGunType()].AmmunitionLeft + guns[GunsConstants.MachinegunGunType()].Ammunition > GunsConstants.EmptyMagazine()) { return(guns[GunsConstants.MachinegunGunType()]); } else if (guns[GunsConstants.SubmachinegunGunType()].AmmunitionLeft + guns[GunsConstants.SubmachinegunGunType()].Ammunition > GunsConstants.EmptyMagazine()) { return(guns[GunsConstants.SubmachinegunGunType()]); } else { return(guns[GunsConstants.PistolGunType()]); } }