void Start() { pistols = Resources.LoadAll("Sprites/pistols"); //weapons pistols = Resources.LoadAll("Sprites/pistols"); Weapon EmptyWeapon = new Weapon(0, "Empty", 0, 0, null, 0, 0, 0, 0, 0, null, null, new Vector2(0, 0), 0f, 0f, null, null); Weapons.Add(EmptyWeapon); Weapon glock17 = new Weapon(1, "Glock 17", 0.0f, 50f, Resources.Load <Sprite>("Sprites/glock"), 0.35f, 0.25f, 25f, Mathf.Infinity, 17, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/glock17") as AudioClip, new Vector2(-0.028f, 0.604f), 2f, -2f, Resources.Load("Sounds/reload") as AudioClip, (Sprite)pistols[1]); Weapons.Add(glock17); Weapon DEagle = new Weapon(2, "Desert Eagle", 40f, 150f, Resources.Load <Sprite>("Sprites/de"), 0.4f, 1f, 1f, 100f, 9, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/de") as AudioClip, new Vector2(-0.028f, 0.604f), 6f, -6f, Resources.Load("Sounds/deagle_reload") as AudioClip, (Sprite)pistols[2]); Weapons.Add(DEagle); Weapon Kalashnikov = new Weapon(3, "AK 47", 100f, 350f, Resources.Load <Sprite>("Sprites/AK47"), 0.42f, 0.1f, 50f, 250, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/ak47") as AudioClip, new Vector2(0.056f, 0.562f), 5f, -5f, Resources.Load("Sounds/AK47_reload") as AudioClip, Resources.Load <Sprite>("Sprites/ak48")); Weapons.Add(Kalashnikov); Weapon Barrett = new Weapon(4, "Barrett M82", 350f, 800f, Resources.Load <Sprite>("Sprites/barett"), 1f, 1.5f, 200f, 50, 5, Resources.Load("Prefabs/Barrett bullet") as GameObject, Resources.Load("Sounds/barrett") as AudioClip, new Vector2(0.06f, 0.65f), 0f, 0f, Resources.Load("Sounds/reload") as AudioClip, Resources.Load <Sprite>("Sprites/barrett")); Weapons.Add(Barrett); Weapon M416 = new Weapon(5, "M416", 200f, 400f, Resources.Load <Sprite>("Sprites/M416"), 0.55f, 0.086f, 40f, 150, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/m416") as AudioClip, new Vector2(0.056f, 0.562f), 3f, -3f, Resources.Load("Sounds/m4_reload") as AudioClip, Resources.Load <Sprite>("Sprites/m417")); Weapons.Add(M416); Weapon AUG = new Weapon(6, "AUG", 300f, 600f, Resources.Load <Sprite>("Sprites/AUG"), 0.55f, 0.086f, 42f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/aug") as AudioClip, new Vector2(0.056f, 0.562f), 1f, -1f, Resources.Load("Sounds/aug_reload") as AudioClip, Resources.Load <Sprite>("Sprites/aug 1")); Weapons.Add(AUG); Weapon SW17 = new Weapon(7, "S&W Model 17", 20f, 50f, Resources.Load <Sprite>("Sprites/SW17"), 0.4f, 0.7f, 20f, 100, 6, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/sw17_sound") as AudioClip, new Vector2(-0.028f, 0.604f), 1f, -1f, Resources.Load("Sounds/sw17_reload") as AudioClip, (Sprite)pistols[3]); Weapons.Add(SW17); Weapon P90 = new Weapon(8, "P90", 200f, 500f, Resources.Load <Sprite>("Sprites/P90"), 0.4f, 0.067f, 30f, 180, 50, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/p90_sound") as AudioClip, new Vector2(0.056f, 0.432f), 1f, -1f, Resources.Load("Sounds/p90_reload") as AudioClip, Resources.Load <Sprite>("Sprites/p91")); Weapons.Add(P90); Weapon SawedOff = new Weapon(9, "Sawed-off", 100, 250, Resources.Load <Sprite>("Sprites/sawed-off"), 0.25f, 0.8f, 20f, 50, 2, Resources.Load("Prefabs/shotgun bullet") as GameObject, Resources.Load("Sounds/sawed-off shot") as AudioClip, new Vector2(0.056f, 0.432f), 8, -8, Resources.Load("Sounds/sawed-off reload") as AudioClip, Resources.Load <Sprite>("Sprites/sawed-off1")); Weapons.Add(SawedOff); //items Passive nullpasive = new Passive(0, "Ass", Mathf.Infinity, 0, null); Passives.Add(nullpasive); AnotherHeart ah = new AnotherHeart(1, "AnotherHeart", 75, 125, Resources.Load <Sprite>("Sprites/HeartUp")); Passives.Add(ah); //bonusese bonus zerobonus = new bonus(0, "ASs", 0, 0, null); RefillAmmo ammorefil = new RefillAmmo(1, "Ammo Refill", 0, 50, Resources.Load <Sprite>("Sprites/Ammorefil")); RefillHP refillhp = new RefillHP(2, "HP refill", 0, 75, Resources.Load <Sprite>("Sprites/fullhealth")); Bonuses.Add(zerobonus); Bonuses.Add(ammorefil); Bonuses.Add(refillhp); //actives UsableItem nullusable = new UsableItem(0, "ASs", 0, 0, null, 0); airstrike airstrike = new airstrike(1, "Airstrike", 40, 120, Resources.Load <Sprite>("Sprites/airstrike"), 25); PortableBloodBank pbb = new PortableBloodBank(2, "Portable blood bank", 25, 100, Resources.Load <Sprite>("Sprites/Piggy empty"), 0.1f); ammodrop ad = new ammodrop(3, "Ammo Delivery", 50, 200, Resources.Load <Sprite>("Sprites/ammodrop"), 25f); Usables.Add(nullusable); Usables.Add(airstrike); Usables.Add(pbb); Usables.Add(ad); }
public void Initialize() { pistols = Resources.LoadAll("Sprites/pistols"); //weapons pistols = Resources.LoadAll("Sprites/pistols"); Weapon EmptyWeapon = new Weapon(0, "Empty", 0, 0, null, 0, 0, 0, 0, 0, null, null, new Vector2(0, 0), 0f, 0f, null, null); Weapons.Add(EmptyWeapon); Weapon glock17 = new Weapon(1, "Glock 17", 0.0f, 50f, Resources.Load <Sprite>("Sprites/glock"), 0.35f, 0.25f, 25f, Mathf.Infinity, 17, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/glock17") as AudioClip, new Vector2(-0.028f, 0.604f), 2f, -2f, Resources.Load("Sounds/reload") as AudioClip, (Sprite)pistols[1]); Weapons.Add(glock17); Weapon DEagle = new Weapon(2, "Desert Eagle", 40f, 150f, Resources.Load <Sprite>("Sprites/de"), 0.4f, 0.65f, 60f, 100f, 9, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/de") as AudioClip, new Vector2(-0.028f, 0.604f), 6f, -6f, Resources.Load("Sounds/deagle_reload") as AudioClip, (Sprite)pistols[2]); Weapons.Add(DEagle); Weapon Kalashnikov = new Weapon(3, "AK 47", 100f, 350f, Resources.Load <Sprite>("Sprites/AK47"), 0.42f, 0.1f, 50f, 250, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/ak47") as AudioClip, new Vector2(0.056f, 0.562f), 5f, -5f, Resources.Load("Sounds/AK47_reload") as AudioClip, Resources.Load <Sprite>("Sprites/ak48")); Weapons.Add(Kalashnikov); Weapon Barrett = new Weapon(4, "Barrett M82", 350f, 800f, Resources.Load <Sprite>("Sprites/barett"), 1f, 1.5f, 200f, 50, 5, Resources.Load("Prefabs/Barrett bullet") as GameObject, Resources.Load("Sounds/barrett") as AudioClip, new Vector2(0.06f, 0.65f), 0f, 0f, Resources.Load("Sounds/reload") as AudioClip, Resources.Load <Sprite>("Sprites/barrett")); Weapons.Add(Barrett); Weapon M416 = new Weapon(5, "M416", 200f, 400f, Resources.Load <Sprite>("Sprites/M416"), 0.55f, 0.086f, 40f, 150, 30, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/m416") as AudioClip, new Vector2(0.056f, 0.562f), 3f, -3f, Resources.Load("Sounds/m4_reload") as AudioClip, Resources.Load <Sprite>("Sprites/m417")); Weapons.Add(M416); Weapon AUG = new Weapon(6, "AUG", 300f, 600f, Resources.Load <Sprite>("Sprites/AUG"), 0.55f, 0.086f, 42f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/aug") as AudioClip, new Vector2(0.056f, 0.562f), 1f, -1f, Resources.Load("Sounds/aug_reload") as AudioClip, Resources.Load <Sprite>("Sprites/aug 1")); Weapons.Add(AUG); Weapon SW17 = new Weapon(7, "S&W Model 17", 20f, 50f, Resources.Load <Sprite>("Sprites/SW17"), 0.4f, 0.7f, 20f, 100, 6, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/sw17_sound") as AudioClip, new Vector2(-0.028f, 0.604f), 1f, -1f, Resources.Load("Sounds/sw17_reload") as AudioClip, (Sprite)pistols[3]); Weapons.Add(SW17); Weapon P90 = new Weapon(8, "P90", 200f, 500f, Resources.Load <Sprite>("Sprites/P90"), 0.4f, 0.067f, 45f, 180, 50, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/p90_sound") as AudioClip, new Vector2(0.056f, 0.432f), 1f, -1f, Resources.Load("Sounds/p90_reload") as AudioClip, Resources.Load <Sprite>("Sprites/p91")); Weapons.Add(P90); Weapon SawedOff = new Weapon(9, "Sawed-off", 100, 150f, Resources.Load <Sprite>("Sprites/sawed-off"), 0.25f, 0.8f, 40f, 50, 2, Resources.Load("Prefabs/shotgun bullet") as GameObject, Resources.Load("Sounds/sawed-off shot") as AudioClip, new Vector2(0.056f, 0.432f), 8, -8, Resources.Load("Sounds/sawed-off reload") as AudioClip, Resources.Load <Sprite>("Sprites/sawed-off1")); Weapons.Add(SawedOff); Weapon Groza = new Weapon(10, "Groza", 100, 600f, Resources.Load <Sprite>("Sprites/Groza"), 0.42f, 0.08f, 50f, 150, 40, Resources.Load("Prefabs/glock bullet") as GameObject, Resources.Load("Sounds/Groza") as AudioClip, new Vector2(0.056f, 0.432f), 4f, -4f, Resources.Load("Sounds/Groza_reload") as AudioClip, Resources.Load <Sprite>("Sprites/Groza1")); Weapons.Add(Groza); //TODO: ADD RELOAD SOUND AND SHOTPOINT Weapon EngineerGun = new Weapon(11, "Engineer Railgun", 100f, 550f, Resources.Load <Sprite>("Sprites/engineergun 1"), 10f, 0.8f, 40f, 100, 8, Resources.Load("Prefabs/engineer gun bullet") as GameObject, Resources.Load("Sounds/lasershot") as AudioClip, new Vector2(-0.306f, 0.451f), 0f, 0f, Resources.Load("Sounds/Groza_reload") as AudioClip, Resources.Load <Sprite>("Sprites/engineergun")); Weapons.Add(EngineerGun); //items Passive nullpasive = new Passive(0, "Ass", Mathf.Infinity, 0, null); Passives.Add(nullpasive); AnotherHeart ah = new AnotherHeart(1, "AnotherHeart", 75, 125, Resources.Load <Sprite>("Sprites/HeartUp")); Cake cake = new Cake(2, "Mysterious Cake", 50, 75, Resources.Load <Sprite>("Sprites/Cake")); SuspiciousLookingMush slm = new SuspiciousLookingMush(3, "Suspicious Looking Mushroom", 50, 75, Resources.Load <Sprite>("Sprites/Slm")); GPS_Navigation_System GPS = new GPS_Navigation_System(4, "GPS navigation system", 50, 200, Resources.Load <Sprite>("Sprites/GPS")); VampireTouch vamp = new VampireTouch(5, "Vampiric Touch", 75, 130, Resources.Load <Sprite>("Sprites/Vamp")); Shield shieldgenerator = new Shield(6, "Shield generator", 200, 400, Resources.Load <Sprite>("Sprites/shield generator")); Charger charger = new Charger(7, "Spacebar Charger", 200, 200, Resources.Load <Sprite>("Sprites/charger")); Balaclava balaclava = new Balaclava(8, "Balaclava", 1000, 300, Resources.Load <Sprite>("Sprites/Alex's balaclava")); Magnet magnet = new Magnet(9, "Small Magnet", 10f, 75f, Resources.Load <Sprite>("Sprites/magnet")); Discount discount = new Discount(10, "50% discount", 10f, 600f, Resources.Load <Sprite>("Sprites/discount")); Passives.Add(ah); Passives.Add(cake); Passives.Add(slm); Passives.Add(GPS); Passives.Add(vamp); Passives.Add(shieldgenerator); Passives.Add(charger); Passives.Add(balaclava); Passives.Add(magnet); Passives.Add(discount); //bonusese bonus zerobonus = new bonus(0, "ASs", 0, 0, null); RefillAmmo ammorefil = new RefillAmmo(1, "Ammo Refill", 0, 50, Resources.Load <Sprite>("Sprites/Ammorefil")); RefillHP refillhp = new RefillHP(2, "HP refill", 0, 75, Resources.Load <Sprite>("Sprites/fullhealth")); Bonuses.Add(zerobonus); Bonuses.Add(ammorefil); Bonuses.Add(refillhp); //actives UsableItem nullusable = new UsableItem(0, "ASs", 0, 0, null, 0); airstrike airstrike = new airstrike(1, "Airstrike", 40, 120, Resources.Load <Sprite>("Sprites/airstrike"), 25); PortableBloodBank pbb = new PortableBloodBank(2, "Portable blood bank", 25, 100, Resources.Load <Sprite>("Sprites/Piggy empty"), 0.1f); ammodrop ad = new ammodrop(3, "Ammo Delivery", 50, 200, Resources.Load <Sprite>("Sprites/ammodrop"), 25f); BerserkerRage br = new BerserkerRage(4, "Berserker's Rage", 50, 250, Resources.Load <Sprite>("Sprites/berserker's rage"), 30); Usables.Add(nullusable); Usables.Add(airstrike); Usables.Add(pbb); Usables.Add(ad); Usables.Add(br); }