public void equip_gun(gun_type gun) { equipped_gun_index = (int)gun; if (gun != gun_type.none) { showAmmoInfo(); ArsenalItem new_item = arsenal[(int)gun]; if (new_item.is_in_arsenal) { Gun old_gun = equipped_gun; equipped_gun = new_item.gun; //Swap which game objects are active if (old_gun != null) { old_gun.gameObject.SetActive(false); } equipped_gun.gameObject.SetActive(true); ui_gun_icon.sprite = equipped_gun.gun_info.gun_sprite; } } else { if (equipped_gun != null) { equipped_gun.gameObject.SetActive(false); } hideAmmoInfo(); } }
public void add_gun_to_arsenal(gun_type gun) { if (arsenal[(int)gun].is_in_arsenal == false) { arsenal[(int)gun].is_in_arsenal = true; arsenal_size += 1; } }
public void Set(string s) { switch (s) { case "disabled": gun=new Disabled(); break; case "minigun": gun=new Minigun(); break; case "saw": gun=new Saw_Blade(); break; case "mine": gun=new Mine_Layer(); break; case "cannon": gun=new Cannon(); break; } gun.transform=this.transform; gun.Start(); class_name=s; }
public int addAmmoToGun(gun_type gun, int amount) { return(arsenal[(int)gun].gun.addAmmo(amount)); }
public void addGunToArsenalAndEquip(gun_type gun) { add_gun_to_arsenal(gun); equip_gun(gun); }