bool Checkpickup(GameObject col) { bool output = false; WeaponAttachPoint wap = col.GetComponent <WeaponAttachPoint>(); if (wap != null && heldobj && col.transform.childCount < 1 && ((wap.equipment == true && heldobj.GetComponent <WeaponBaseClass>().equipment == true) || (wap.special == true && heldobj.GetComponent <WeaponBaseClass>().special == true))) { bool check = true; WeaponBaseClass bas = heldobj.GetComponent <WeaponBaseClass>(); if (heldobj.GetComponent <_Ship>()) { check = GameObject.Find("Fleet Builder Parent").GetComponent <FleetBuilderController>().enough(bas.cost); if (check) { col.transform.parent.GetComponent <AttachPointsController>().AttachShip(heldobj); tempheld = heldobj; heldobj = null; respawnnow = true; } } else { heldobj.transform.parent = col.gameObject.transform; heldobj.transform.localPosition = new Vector3(0, 0, 0); heldobj.transform.rotation = new Quaternion(0, 0, 0, 0); tempheld = heldobj; heldobj = null; respawnnow = true; } } return(output); }
public void GatherWeaponAttackStats(WeaponBaseClass weaponRef) { _cachedWeapon = weaponRef; _weaponCalculatedBaseDamage = weaponRef.calculatedBaseDamage; // _weaponSuccessShotProbability = weaponRef.successShotProbability; // _weaponCriticalChance = weaponRef.weaponCriticalChance; // _weaponCriticalDamage = weaponRef.weaponCriticalDamage; // }
public void powerUpPickUp(WeaponBaseClass wi) { // should be called on collision with a power up // changes weapon associated with player // ... // if the pickup is able to timeout, then we should reset bullet somehow // but im not concerned with that rn }
void checkpickuptrigger(GameObject col) { if (col.gameObject.tag == "Pickup" && triggerdown && transform.childCount < (childcountstart + 1) && heldobj == null && grabbedobject == null) { if (col.transform.parent.GetComponent <WeaponAttachPoint>()) { col.GetComponent <WeaponBaseClass>().reset(0); } else { WeaponBaseClass bas = col.GetComponent <WeaponBaseClass>(); bas.scaletosize(); Debug.Log(transform.childCount < (childcountstart + 1)); col.transform.parent = transform; col.transform.localPosition = new Vector3(0, 0, 0); bas.disabletext(); heldobj = col.gameObject; } } }