Exemplo n.º 1
0
    void Start()
    {
        LGPScript = GetComponent <LoadGunPrefab>();

        switch (gunType)
        {
        case GunInfo.GunType.AssaultRifle:
            GunObj = LGPScript.AssaultRifle;
            break;

        case GunInfo.GunType.HandGun:
            GunObj = LGPScript.HandGun;
            break;

        case GunInfo.GunType.LightMachineGun:
            GunObj = LGPScript.LightMachineGun;
            break;

        case GunInfo.GunType.ShotGun:
            GunObj = LGPScript.ShotGun;
            break;

        case GunInfo.GunType.SubMachineGun:
            GunObj = LGPScript.SubMachineGun;
            break;

        case GunInfo.GunType.GrenadeLauncher:
            GunObj = LGPScript.GrenadeLauncher;
            break;

        case GunInfo.GunType.FlameThrower:
            GunObj = LGPScript.FlameThrower;
            break;
        }

        // ※※※※※※※※※※※※※※※※※※※※※※※※※※※※
        // 修正した方がいいかも
        // ※※※※※※※※※※※※※※※※※※※※※※※※※※※※
        MagazineSize   = GunObj.GetComponent <GunController>().MagazineSize;
        ammoMax        = GunObj.GetComponent <GunController>().remAmmo;
        Damage         = GunObj.GetComponent <GunController>().Damage;
        shootInterval  = GunObj.GetComponent <GunController>().shootInterval;
        reloadInterval = GunObj.GetComponent <GunController>().reloadInterval;
        bulletPower    = GunObj.GetComponent <GunController>().bulletPower;
        GunEXP         = GunObj.GetComponent <GunController>().GunEXP;
    }
Exemplo n.º 2
0
    void Start()
    {
        GIScript  = GetComponent <GunInfo>();
        gunSprite = GetComponent <SpriteRenderer>();
        LGPScript = GetComponent <LoadGunPrefab>();

        // 子オブジェクトをリセットしてからパーティクルを出す
        foreach (Transform n in this.transform)
        {
            GameObject.Destroy(n.gameObject);
        }

        // 銃の種類を判別する
        switch (GIScript.gunType)
        {
        case GunInfo.GunType.AssaultRifle:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("AssaultRifle(Clone)");
            // spriteをセット
            gunSprite.sprite = AssaultRifleSprite;
            break;

        case GunInfo.GunType.HandGun:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("HandGun(Clone)");
            // spriteをセット
            gunSprite.sprite = HandGunSprite;
            break;

        case GunInfo.GunType.LightMachineGun:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("LightMachineGun(Clone)");
            // spriteをセット
            gunSprite.sprite = LightMachineGunSprite;
            break;

        case GunInfo.GunType.ShotGun:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("ShotGun(Clone)");
            // spriteをセット
            gunSprite.sprite = ShotGunSprite;
            break;

        case GunInfo.GunType.SubMachineGun:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("SubMachineGun(Clone)");
            // spriteをセット
            gunSprite.sprite = SubMachineGunSprite;
            break;

        case GunInfo.GunType.GrenadeLauncher:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("GrenadeLauncher(Clone)");
            // spriteをセット
            gunSprite.sprite = GrenadeLauncherSprite;
            break;

        case GunInfo.GunType.FlameThrower:
            // gunTypeを元にPrefabを取ってくる
            WeaponInfo = LGPScript.LoadGun("FlameThrower(Clone)");
            // spriteをセット
            gunSprite.sprite = FlameThrowerSprite;
            break;
        }

        // 銃のランクを判別する
        switch (GIScript.gunRank)
        {
        case GunInfo.GunRank.Rank1:
            // エフェクトを生成
            if (runkEffect == null)
            {
                runkEffect = Instantiate <GameObject>(Runk1EffectPrefab, transform.position, Quaternion.identity);
                runkEffect.transform.parent = this.transform;
            }
            break;

        case GunInfo.GunRank.Rank2:
            // エフェクトを生成
            if (runkEffect == null)
            {
                runkEffect = Instantiate <GameObject>(Runk2EffectPrefab, transform.position, Quaternion.identity);
                runkEffect.transform.parent = this.transform;
            }
            break;

        case GunInfo.GunRank.Rank3:
            // エフェクトを生成
            if (runkEffect == null)
            {
                runkEffect = Instantiate <GameObject>(Runk3EffectPrefab, transform.position, Quaternion.identity);
                runkEffect.transform.parent = this.transform;
            }
            break;
        }

        // 名前を変更する
        this.name = "Drop" + WeaponInfo.name;
    }
Exemplo n.º 3
0
 void Start()
 {
     CEScript  = GetComponent <ChangeEquip>();
     LGPScript = GetComponent <LoadGunPrefab>();
 }