/// <summary> /// Add ammo to the inventory /// </summary> /// <param name="ammo"> the ammo to be added, no max limit</param> /// <param name="ammoType">kind of ammo added</param> public void AddAmmoToInventory(int ammo, AMMO_TYPE ammoType) { int actualAmmo = GetAvailableAmmo(ammoType); actualAmmo += ammo; SetAvailableAmmo(ammoType, actualAmmo); UIManager.instance.UpdateAmmoBagInfo(ammoType, actualAmmo); }
/// <summary> /// Get the max available ammo from inventory depending on /// how much left in the bag, for example, if we want 30 bullets, but /// only 3 left, this function will extract the 3 bullets from bag and set actualBullets to 0 /// </summary> /// <returns> /// Then number of ammo that was extracted successfully /// </returns> public int ExtractAmmoFromInventory(int maxAmmo, AMMO_TYPE ammoType) { int availableAmmo = GetAvailableAmmo(ammoType); int extractedAmmo = 0; if (availableAmmo > maxAmmo) { extractedAmmo = maxAmmo; availableAmmo -= maxAmmo; } else { // cant extract the full clip of ammo, get the left ammo available extractedAmmo = availableAmmo; availableAmmo = 0; } SetAvailableAmmo(ammoType, availableAmmo); return(extractedAmmo); }
public int GetAvailableAmmo(AMMO_TYPE ammoType) { switch (ammoType) { case AMMO_TYPE.BULLET: return(bullets); case AMMO_TYPE.PLASMA: return(plasma); case AMMO_TYPE.ROCKET: return(rockets); case AMMO_TYPE.LASER: return(laser); default: return(0); } }
public void SetAvailableAmmo(AMMO_TYPE ammoType, int ammo) { switch (ammoType) { case AMMO_TYPE.BULLET: bullets = ammo; break; case AMMO_TYPE.PLASMA: plasma = ammo; break; case AMMO_TYPE.ROCKET: rockets = ammo; break; case AMMO_TYPE.LASER: laser = ammo; break; } UIManager.instance.UpdateAmmoBagInfo(ammoType, ammo); }
public void increaseAmmo(AMMO_TYPE typeAmmo, uint value) { ammoInvenotry[typeAmmo] += value; }
public uint getAmmo(AMMO_TYPE typeAmmo) { return(ammoInvenotry[typeAmmo]); }
public void setAmmoType(AMMO_TYPE type) { m_ammoType = type; }