Exemplo n.º 1
0
    private void AjouterNewGun(Player player, int index)
    {
        GunManager gm = player.GetComponentInChildren <GunManager>();

        foreach (Transform weapon in gm.transform)
        {
            Gun g = weapon.gameObject.GetComponent <Gun>();
            if (g.modele == gunInShop.GetComponent <Gun>().modele)
            {
                g.isOwned = true;
            }
        }
        gm.nbGunsOwned = index;
        gm.gunsOwned.Add(gunInShop.GetComponent <Gun>().modele);
        gm.ChangerDarme(index);
    }
Exemplo n.º 2
0
    public override void Interacting(Player player)
    {
        bool       alreadyOwned = false;
        GunManager gm           = player.GetComponentInChildren <GunManager>();

        foreach (Transform weapon in gm.transform)
        {
            Gun g = weapon.gameObject.GetComponent <Gun>();
            if ((g.modele == gunInShop.GetComponent <Gun>().modele) && g.isOwned)
            {
                alreadyOwned = true;
            }
        }
        if (player.money >= price && !alreadyOwned)
        {
            player.money -= price;
            if (gm.nbGunsOwned == 1 || (gm.nbGunsOwned == 2 && gm.muleKick))
            {
                AjouterNewGun(player, gm.nbGunsOwned + 1);
            }
            else if ((gm.nbGunsOwned == 2 && !gm.muleKick) || gm.nbGunsOwned == 3)
            {
                foreach (Transform weapon in gm.transform)
                {
                    Gun g = weapon.gameObject.GetComponent <Gun>();
                    if (g.modele == gunInShop.GetComponent <Gun>().modele)
                    {
                        g.isOwned = true;
                    }
                    if (g.inUse)
                    {
                        g.isOwned = false;
                        g.inUse   = false;
                        weapon.gameObject.SetActive(false);
                    }
                }
                gm.gunsOwned.RemoveAt(gm.inUse - 1);
                gm.gunsOwned.Insert(gm.inUse - 1, gunInShop.GetComponent <Gun>().modele);
                gm.ChangerDarme(gm.inUse);
            }
        }
    }