public void SwitchToWeapon(WeaponInfo.weaponType _weaponType) { foreach (KeyValuePair <WeaponInfo.weaponType, WeaponInfo> pair in WeaponInfo.allWeaponInfos) { if (pair.Key == _weaponType) { weaponInfo.Copy(pair.Value); SetWeaponAttFromWeaponInfo(); } } }
// Use this for initialization void Start() { weaponType = characterOwner.transform.FindChild("Gun").GetComponent <Weapon>().weaponInfo.type; soundManagerScript = GameObject.Find("SoundManager").GetComponent <SoundManager>(); bulletsOnScreen.Add(gameObject); startPosition = transform.position; velocity = new Vector2(0, 0f); Xdir = (characterOwner.transform.localScale.x > 0) ? 1 : -1; maxTimeAliveTimer = new Timer(7); ChooseMoveFunc(); }
//********* CHOOSE MOVEMENT FUNCTION void ChooseMoveFunc() { WeaponInfo.weaponType wType = characterOwner.transform.FindChild("Gun").GetComponent <Weapon>().weaponInfo.type; float randSpeedY = (float)Random.Range(-10, 20) / 10; switch (wType) { case WeaponInfo.weaponType.REVOLVER: { SetValues(8, 0, 0); fp_Movement = HorMovement; } break; case WeaponInfo.weaponType.AK47: { SetValues(12, 0, 0); fp_Movement = HorMovement; } break; //case WeaponInfo.weaponType.GRANADE:{ SetValues(4, 8, 1); fp_Movement = CosMovement; }break; case WeaponInfo.weaponType.SHOTGUN: { SetValues(10, randSpeedY, 0); fp_Movement = ShotGunMovement; } break; case WeaponInfo.weaponType.SPACEPISTOL: { SetValues(2, 0, 0); fp_Movement = HorMovement; } break; case WeaponInfo.weaponType.UZI: { SetValues(15, 0, 0); fp_Movement = HorMovement; } break; case WeaponInfo.weaponType.GRENADE: { SetValues(7, 7, 0); fp_Movement = ThrowMovement; } break; } }
public void PlaySound(WeaponInfo.weaponType soundType) { GameObject soundClipObject = Instantiate(freeSoundClipPrefab); soundClipObject.GetComponent <FreeAudioClip>().SetSettings(SoundInfo.allSoundInfos[soundType].audio, SoundInfo.allSoundInfos[soundType].volume * (SoundOptionsGlobal.masterVolume / 100)); }