void SetAmmo() { ammo = GetComponentInChildren <WeaponAmmo>(); // ammoString = player.ammo.ToString() + " / " + player.maxAmmo.ToString(); ammoCount.text = ammo.currentMag.ToString() + " / " + ammo.currentReserveAmmo.ToString(); // ammoCount.text = ammoString; }
// Start is called before the first frame update void Start() { ammo = GetComponentInChildren <WeaponAmmo>(); health = GetComponentInParent <Health>(); hitmarker.enabled = false; weaponHolder = GameObject.Find("WeaponHolder"); managerObject = GameObject.FindGameObjectWithTag("GameManager"); managerScript = managerObject.GetComponent <GameManager>(); waveText = GetComponentInChildren <TextMeshProUGUI>(); waveScript = managerObject.GetComponent <waveScript>(); dmgOverlay.enabled = false; completionText1.enabled = false; completionText2.enabled = false; completionText3.enabled = false; completionText4.enabled = false; if (managerScript.isArena) { waveScript.waveText = waveText; waveText.enabled = true; } else { waveText.enabled = false; } }
void Awake() { _weaponAmmo = transform.GetComponent <WeaponAmmo>(); _controller = GetComponentInParent <SteamVR_TrackedController>(); _controller.TriggerClicked += (sender, eventArgs) => TryFire(); _controller.Gripped += (sender, eventArgs) => _weaponAmmo.Reload(); _weaponAmmo.Reload(); }
public void Reload() { if (WeaponAmmo != null) { if (useMagasine) { WeaponAmmo.RefillAmmo(); } } }
void OnTriggerEnter(Collider PlayerCollision) { if (PlayerCollision.gameObject.tag.Equals("Player")) { ChangingGun playerGun = PlayerCollision.gameObject.GetComponent <ChangingGun> (); foreach (ChangingGun.BlockAnimation nGun in playerGun.EntAnimList) { if (nGun.animationName.Equals("HandsGun")) { WeaponAmmo AmmoGun = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoGun.Magazine += 5; } if (nGun.animationName.Equals("HandsShootgun")) { WeaponAmmo AmmoShootgun = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoShootgun.Magazine += 36; } if (nGun.animationName.Equals("HandsTommyGun")) { WeaponAmmo AmmoTommyGun = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoTommyGun.Magazine += 5; } if (nGun.animationName.Equals("HandsFNScar")) { WeaponAmmo AmmoFNScar = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoFNScar.Magazine += 5; } if (nGun.animationName.Equals("HandsGrenadeGun")) { WeaponAmmo AmmoGrenadeGun = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoGrenadeGun.Magazine += 3; } if (nGun.animationName.Equals("HandsGrenade")) { WeaponAmmo AmmoGrenade = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoGrenade.bulletCount += 5; } if (nGun.animationName.Equals("HandsSniperRifle")) { WeaponAmmo AmmoSniperRifle = nGun.gameObjForAnimator.GetComponent <WeaponAmmo> (); AmmoSniperRifle.Magazine += 5; } } Destroy(this.gameObject); } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { // get the weapons of the player, even if they are inactive Pistol pistol = player.GetComponentInChildren(typeof(Pistol), true) as Pistol; AssaultRifle rifle = player.GetComponentInChildren(typeof(AssaultRifle), true) as AssaultRifle; Shotgun shotgun = player.GetComponentInChildren(typeof(Shotgun), true) as Shotgun; if (ammoSprite == sprites[0]) { WeaponAmmo ammo = pistol.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } else if (ammoSprite == sprites[1]) { WeaponAmmo ammo = rifle.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } else if (ammoSprite == sprites[2]) { WeaponAmmo ammo = shotgun.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } } }
public void RemoveAmmoFromInventory(WeaponAmmo weaponType) { if (weaponType == WeaponAmmo.Pistol) { pistolAmmo--; } else { rifleAmmo--; } }
void Awake() { int i; a = this; for (i = 0; i < 16; i++) { a.wepAmmo[i] = 0; a.wepAmmoSecondary[i] = 0; a.currentEnergyWeaponState[i] = energyWeaponStates.Ready; } }
public void AddAmmoToInventory(WeaponAmmo weaponType, int ammo) { currentUsedWeapon = weaponType; if (weaponType == WeaponAmmo.Pistol) { pistolAmmo += ammo; } else { rifleAmmo += ammo; } }
protected virtual void RequestShot() { if (!CanShoot) { return; } if (useRecoil) { Recoil(); } WeaponAmmo.ConsumeAmmo(); }
/// <summary> /// Throw the grenade /// </summary> /// <param name="elapsedTime">Elapsed time between the pression and the release of the button</param> public override void Shoot(int elapsedTime) { Vector2 direction = GetMouseDirection(); this.Load(); grenadeHolder.RemoveChild(WeaponAmmo); GetTree().GetRoot().AddChild(WeaponAmmo); WeaponAmmo.SetGlobalPosition(grenadeHolder.GlobalPosition); Grenade grenade = WeaponAmmo as Grenade; grenade.Launch(direction, elapsedTime * STRENGTH_FACTOR); }
/// <summary> /// Shoot the ammo /// </summary> /// <param name="elapsedTime">Time elasped between the pression and the release of the button</param> public override void Shoot(int elapsedTime) { Vector2 direction = GetMouseDirection(); this.Load(); rifleHolder.RemoveChild(WeaponAmmo); GetTree().GetRoot().AddChild(WeaponAmmo); WeaponAmmo.SetGlobalPosition(rifleHolder.GlobalPosition); RifleAmmo rifleAmmo = WeaponAmmo as RifleAmmo; rifleAmmo.Launch(direction, STRENGTH_FACTOR); }
// Makes our weapon start shooting protected virtual void RequestShot() { if (!CanShoot) { return; } if (useRecoil) { Recoil(); } animator.SetTrigger(weaponUseParameter); WeaponAmmo.ConsumeAmmo(); //muzzlePS.Play(); }
/// <summary> /// Shoot the rocket /// </summary> /// <param name="elapsedTime">Elapsed time between the pression and the release of the button</param> public override void Shoot(int elapsedTime) { Vector2 direction = GetMouseDirection(); this.Load(); // Remove the rocket from the launcher and set it in the scene as a child of root rocketHolder.RemoveChild(WeaponAmmo); GetTree().GetRoot().AddChild(WeaponAmmo); WeaponAmmo.SetGlobalPosition(rocketHolder.GlobalPosition); // Launch the rocket (apply force) Rocket rocket = WeaponAmmo as Rocket; rocket.Launch(direction, elapsedTime * STRENGTH_FACTOR); }
// Start is called before the first frame update void Start() { playerCam = GetComponentInParent <Camera>(); ammo = GetComponent <WeaponAmmo>(); stats = GetComponent <WeaponStats>(); hud = GetComponentInParent <PlayerHUD>(); AudioSource[] sources = GetComponentsInChildren <AudioSource>(); gunAudio = sources[0]; gunShoot = sources[0].clip; gunReload = sources[1].clip; gunEmpty = sources[2].clip; muzzle = GetComponentInChildren <ParticleSystem>(); isReloading = false; }
void Start() { healthController.onHeal += Flee; healthController.onStopHeal += StopFlee; leftBorder = transform.GetChild(0).position.x; rightBorder = transform.GetChild(1).position.x; up = transform.GetChild(0).position.y; down = transform.GetChild(1).position.y; if (MainMenu.difficulty == 2) { enemiesThisRoundPistol = 2; } if (MainMenu.difficulty == 3) { enemiesThisRoundPistol = 2; enemiesThisRoundMachineGun = 3; } WeaponAmmo pistolAmmoDrop = enemyPistol.GetComponent <Enemy_Controller>().ammoDrop; WeaponAmmo machineGunAmmoDrop = enemyMachineGun.GetComponent <Enemy_Controller>().ammoDrop; switch (MainMenu.difficulty) { case 1: pistolAmmoDrop.ammo = 5; machineGunAmmoDrop.ammo = 5; break; case 2: pistolAmmoDrop.ammo = 4; machineGunAmmoDrop.ammo = 4; break; case 3: pistolAmmoDrop.ammo = 3; machineGunAmmoDrop.ammo = 3; break; } StartNextRound(); }
protected virtual void RequestShot() { /*GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); * Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>(); * rb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);*/ if (!CanShoot) { return; } if (useRecoil) { Recoil(); } Debug.Log("Shooting"); WeaponAmmo.ConsumeAmmo(); Recoil(); CanShoot = false; }
private void StartShooting() { if (useMagasine) { if (WeaponAmmo != null) { if (WeaponAmmo.CanUseWeapon()) { RequestShot(); } else { if (autoReload) { Reload(); } } } } else { RequestShot(); } }
// Makes our weapon start shooting // If using magazine, check for ammo. If no ammo, don't shoot. // If weapon doesn't use ammo at all, go nuts. Shoot. private void StartShooting() { if (useMagazine) { if (WeaponAmmo != null) { if (WeaponAmmo.CanUseWeapon()) // If ammo > 0. { RequestShot(); } else // If no ammo { if (autoReload) { Reload(); } } } } else { RequestShot(); } }
/// <summary> /// Sets the "backpack" ammo ammount, the ammo the players carries around. /// </summary> /// <param name="player"> /// the player <see cref="Player"/> /// </param> /// <param name="ammoType"> /// The weaponammo type <see cref="WeaponAmmo"/> /// </param> /// <param name="amount"> /// amount of ammo <see cref="System.Int32"/> /// </param> public static void SetAmmo(this Player player, WeaponAmmo ammoType, int ammount) { player.SetPrivateData(CounterStrikeOffset.Ammo.awm + (int)ammoType, ammount); }
/// <summary> /// Gets the ammount of ammo the player carries around. /// </summary> /// <param name="player"> /// The player <see cref="Player"/> /// </param> /// <param name="ammoType"> /// The ammo type <see cref="WeaponAmmo"/> /// </param> /// <returns> /// The amount of ammo <see cref="System.Int32"/> /// </returns> public static int GetAmmo(this Player player, WeaponAmmo ammoType) { return player.GetPrivateData(CounterStrikeOffset.Ammo.awm + (int)ammoType); }
private void Start() { time = secondsBetweenShoot; ammo = GetComponent <WeaponAmmo>(); }
void Start() { animator = GetComponent <Animator> (); Ammo = GetComponent <WeaponAmmo> (); }
//Set ammo from select weapon public void SetAmmo(WeaponAmmo newAmmo) { Ammo = newAmmo; }
public static void SendAmmo(this Player player, WeaponAmmo ammoType, int ammount) { player.SendAmmo(ammoType, (byte)ammount); }
/// <summary> /// Gets the ammount of ammo the player carries around. /// </summary> /// <param name="player"> /// The player <see cref="Player"/> /// </param> /// <param name="ammoType"> /// The ammo type <see cref="WeaponAmmo"/> /// </param> /// <returns> /// The amount of ammo <see cref="System.Int32"/> /// </returns> public static int GetAmmo(this Player player, WeaponAmmo ammoType) { return(player.GetPrivateData(CounterStrikeOffset.Ammo.awm + (int)ammoType)); }
public int GetCurrentAmmo(WeaponAmmo weaponType) { int ammo = weaponType == WeaponAmmo.Pistol ? pistolAmmo : rifleAmmo; return(ammo); }
void Awake() { Instance = this; PV = GetComponentInParent <PhotonView>(); wp = GetComponentInChildren <weapon>(); }
void Start() { Ammo = GetComponent <WeaponAmmo> (); plrBehavior.SetAmmo(Ammo); CurAnimator = GetComponent <Animator> (); }
public static void SendAmmo(this Player player, WeaponAmmo ammoType, byte ammount) { player.SetAmmo(ammoType, ammount); player.SendAmmoXMessage((byte)ammoType, ammount); }
void Awake() { animator = plBehaviorContr.CurAnimator; Ammo = plBehaviorContr.Ammo; }
/// <summary> /// Sets the "backpack" ammo ammount, the ammo the players carries around. /// </summary> /// <param name="player"> /// the player <see cref="Player"/> /// </param> /// <param name="ammoType"> /// The weaponammo type <see cref="WeaponAmmo"/> /// </param> /// <param name="amount"> /// amount of ammo <see cref="System.Int32"/> /// </param> public static void SetAmmo(this Player player, WeaponAmmo ammoType, int ammount) { player.SetPrivateData(CounterStrikeOffset.Ammo.awm + (int)ammoType, ammount); }
public static void SendAmmo(this Player player, WeaponAmmo ammoType, byte ammount) { player.SetAmmo(ammoType, ammount); player.SendAmmoXMessage((byte)ammoType, ammount); }
public static void SendAmmo(this Player player, WeaponAmmo ammoType, int ammount) { player.SendAmmo(ammoType, (byte)ammount); }