private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.tag == "Player") { if (!player.GetComponent <Inventory>().HasWeapon(WeaponName)) { player.GetComponent <Inventory>().AddWeaponToPlayer(WeaponName); } else { player.GetComponent <Inventory>().AddAmmoToPlayer(WeaponName); } displayManager.AddMessage("Picked up" + " " + WeaponName, Color.green); lootManager.RemoveLoot(this.gameObject); Destroy(gameObject); } }
private void CheckForUpgrades() { switch (multi) { case 2: if (!currentUpgrades.Contains(2)) { var pis = inventory.GetWeaponFromInventory("Pistol").GetComponent <Weapon>().rateOfFire = 0.3f; displayManager.AddMessage("UNLOCKED: PISTOL QUICKFIRE!", Color.blue); currentUpgrades.Add(2); } break; case 5: if (!currentUpgrades.Contains(5)) { inventory.AddWeaponToPlayer("Uzi"); displayManager.AddMessage("UNLOCKED: UZI!", Color.blue); currentUpgrades.Add(5); } break; case 8: if (!currentUpgrades.Contains(8)) { inventory.GetWeaponFromInventory("Pistol").GetBullet().GetComponent <Bullet>().doubleDamage = true; displayManager.AddMessage("UNLOCKED: PISTOL X2 DAMAGE!", Color.blue); currentUpgrades.Add(8); } break; case 10: if (!currentUpgrades.Contains(10)) { inventory.AddWeaponToPlayer("Shotgun"); displayManager.AddMessage("UNLOCKED: Shotgun", Color.blue); currentUpgrades.Add(10); } break; case 13: if (!currentUpgrades.Contains(13)) { var uzi = inventory.GetWeaponFromAllWepons("Uzi").rateOfFire = 0.08f; if (inventory.HasWeapon("Uzi")) { inventory.GetWeaponFromInventory("Uzi").rateOfFire = 0.08f; } displayManager.AddMessage("UNLOCKED: UZI QUICKFIRE!", Color.blue); currentUpgrades.Add(13); } break; case 15: if (!currentUpgrades.Contains(15)) { inventory.AddWeaponToPlayer("Barrel"); displayManager.AddMessage("UNLOCKED: Barrel", Color.blue); currentUpgrades.Add(15); } break; case 17: if (!currentUpgrades.Contains(17)) { var uzi = inventory.GetWeaponFromAllWepons("Uzi"); uzi.maxAmmo = uzi.getMaxAmmo() * 2; displayManager.AddMessage("UNLOCKED: UZI DOUBLEAMMO", Color.blue); currentUpgrades.Add(17); } break; } }