void OnTriggerEnter2D(Collider2D other) { if (other.gameObject.tag == "Player") { Player player = other.GetComponent <Player> (); if (type == Player.WeaponType.golddeserteagle) { Destroy(player.slot [2]); player.slot [2] = Instantiate(player.weaponsprefabs [(int)type], player.transform.position + player.weaponsprefabs [(int)type].transform.position, new Quaternion(0, 0, 0, 0), player.transform); player.slot3type = type; if (GameMaster.currentLevel == 2) { GameMaster.levelStartSlot3Type = Player.WeaponType.golddeserteagle; } Destroy(gameObject); } else { if (other.GetComponent <Player> ().slot [0] != null && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().type == type && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().ammo != other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().maxAmmo) { PickUpLog.giveAmmoLog1 = true; int originalAmmo = other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().ammo; other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().AddAmmo(ammo); int newAmmo = other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().ammo; addedAmmo = newAmmo - originalAmmo; Destroy(gameObject); } else if (other.GetComponent <Player> ().slot [1] != null && other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().type == type && other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().ammo != other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().maxAmmo) { PickUpLog.giveAmmoLog2 = true; int originalAmmo = other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().ammo; other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().AddAmmo(ammo); int newAmmo = other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().ammo; addedAmmo = newAmmo - originalAmmo; weaponLog = other.GetComponent <Player> ().slot [1].GetComponent <Weapon> ().type; Destroy(gameObject); } else if (other.GetComponent <Player> ().slot [0] != null && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().type == type && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().ammo == other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().maxAmmo) { PickUpLog.maxAmmoLog1 = true; } else if (other.GetComponent <Player> ().slot [0] != null && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().type == type && other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().ammo == other.GetComponent <Player> ().slot [0].GetComponent <Weapon> ().maxAmmo) { PickUpLog.maxAmmoLog2 = true; } } } }
void Awake() { DontDestroyOnLoad(gameObject); if (!level1Checkpoint) { slot1type = Player.WeaponType.empty; slot2type = Player.WeaponType.empty; slot3type = Player.WeaponType.m1911; levelStartSlot1Type = Player.WeaponType.empty; levelStartSlot2Type = Player.WeaponType.empty; levelStartSlot3Type = Player.WeaponType.m1911; grenadeCount = 3; slot1ammo = 0; slot2ammo = 0; slot1MaxAmmo = 0; slot2MaxAmmo = 0; levelStartSlot1Ammo = 0; levelStartSlot2Ammo = 0; } }
public void ChangeType(Player.WeaponType newType, int ammoCount) { ammo = ammoCount; type = newType; spriteRenderer.sprite = WeaponSprites[(int)type]; }