public void ChangeWeapon() { if (weaponHandler == null) { return; } weaponHandler.ChangeWeapon(inventory.GetWeapon()); }
private void ChangeRandomWeapon() { if (weaponDic1 == null) { return; } List <WeaponType> keyList1 = new List <WeaponType>(weaponDic1.Keys); List <WeaponType> keyList2 = new List <WeaponType>(weaponDic2.Keys); if (keyList1 == null) { return; } if (keyList2 == null) { return; } Weapon randWeapon1 = weaponDic1[keyList1[Random.Range(0, keyList1.Count)]]; Weapon randWeapon2 = weaponDic2[keyList2[Random.Range(0, keyList2.Count)]]; weaponHandler1.ChangeWeapon(randWeapon1); weaponHandler2.ChangeWeapon(randWeapon2); }
private void OnTriggerEnter2D(Collider2D collision) { // TODO: avoid enemes picking up powerUps WeaponHandler weaponHandler = collision.GetComponent <WeaponHandler>(); if (weaponHandler == null) { // collided with a object withot a weaponHandler } else { // collided with a object with a weaponHandler weaponHandler.ChangeWeapon(weapon); Destroy(gameObject); SoundManager.PlaySound("powerUp"); } }