public void AddWeaponDamage(Class_Weapon _weapon) { if (_weapon != null) { _weapon.weaponInfo.damage += addWeaponDamage; } }
public void ReduceWeaponDamage(Class_Weapon _weapon) { if (_weapon != null) { _weapon.weaponInfo.damage -= addWeaponDamage; } }
void OnEnable() { Class_Weapon.WeaponPickListener.AddListener(PickWeapon); weapon = characterPhysics.GetComponentInChildren <Class_Weapon>(); StartCoroutine("Shooting"); StartCoroutine("Filp"); }
public void ResetReloadMagazine(Class_Weapon _weapon) { if (_weapon != null) { _weapon.weaponInfo.relodeSpeed += reloadTimeReduce; } }
public void UpdateWeaponSprite(Class_Weapon _weapon) { GameObject pickedWeapon = null; if (_weapon.isPicked) { pickedWeapon = _weapon.gameObject; } else { GameObject[] weapons = GameObject.FindGameObjectsWithTag("Weapon"); foreach (GameObject weapon in weapons) { if (weapon.GetComponent <Class_Weapon>().isPicked) { pickedWeapon = weapon; break; } } } currentWeapon.transform.localPosition = preWeaponPos; if (pickedWeapon == null) { currentWeapon.GetComponent <SpriteRenderer>().sprite = null; } else { currentWeapon.GetComponent <SpriteRenderer>().sprite = pickedWeapon.GetComponent <SpriteRenderer>().sprite; currentWeapon.transform.localPosition -= (Vector3)pickedWeapon.GetComponent <Collider2D>().offset * 2; } }
public void ExtendMagazine(Class_Weapon _weapon) { if (_weapon != null) { preAmmo = _weapon.originalWeaponInfo.ammo; _weapon.weaponInfo.ammo += Mathf.RoundToInt(preAmmo * addAmmoRatio); } }
public void ReduceMagazine(Class_Weapon _weapon) { if (_weapon != null) { _weapon.weaponInfo.ammo -= Mathf.RoundToInt(preAmmo * addMagazineRatio); if (_weapon.ammo > _weapon.weaponInfo.ammo) { _weapon.ammo = _weapon.weaponInfo.ammo; } } }
void RotatePlayer(float _inputHorizontal) { if (death || stop) { return; } if (_inputHorizontal == 1) { transform.rotation = Quaternion.Euler(0, 0, 0); } else if (_inputHorizontal == -1) { transform.rotation = Quaternion.Euler(0, 180f, 0); } Class_Weapon weapon = GetComponentInChildren <Class_Weapon>(); if (weapon && weapon.isFixed) { weapon.transform.rotation = weapon.preRotate; } }
void PickWeapon(Class_Weapon _weapon) { weapon = _weapon; }