public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent <PlayerBase>(); weaponHandling.specialWeapon = GetComponent <WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent <WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }
public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent<PlayerBase>(); weaponHandling.specialWeapon = GetComponent<WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent<WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }