public Weapon(Func <int, int, double, teamEnum, bool> function, Sprite sh) { this.team = team; fireFunc = new fireMode(function); shooter = sh; String imagePath = System.IO.Directory.GetCurrentDirectory() + "/../../Images/cropped_contra_images/hero/bullet.png"; bulletImage = (Bitmap)Image.FromFile(imagePath, true); bulletImage = Utilities.ScaleImage(bulletImage, 10, 10); }
/// <summary> /// Update guns Mode in UI /// </summary> /// <param name="type"></param> void UpdateGunType(fireMode type) { if (gunType == fireMode.Auto) { semiModeRoot.SetActive(false); autoModeRoot.SetActive(true); } else if(gunType == fireMode.Semi) { autoModeRoot.SetActive(false); semiModeRoot.SetActive(true); } }
IEnumerator SecondFireMode() { canSwicthMode = false; selected = false; aSource.clip = switchModeSound; aSource.Play(); //PlayAnimationName(switchAnim, 1f); yield return(new WaitForSeconds(0.6f)); currentMode = secondMode; fireRate = fireRateSecondMode; selected = true; canSwicthMode = true; }
void Start() { muzzleFlash.enabled = false; muzzleLight.enabled = false; hipPosition = transform.GetChild(0).localPosition; camFOV = mainCamera.fieldOfView; currentMode = firstMode; fireRate = fireRateFirstMode; aiming = false; for (int i = 0; i < Bulletmarks.Length; i++) { if (!(tags.Count == Bulletmarks.Length)) { tags.Add(Bulletmarks[i].Tag); } } }
void Start() { inventory = scriptManager.GetScript <Inventory>(); playerFunctions = scriptManager.GetScript <PlayerFunctions>(); camFOV = playerFunctions.NormalFOV; muzzleFlash.enabled = false; muzzleLight.enabled = false; hipPosition = transform.GetChild(0).localPosition; currentMode = firstMode; fireRate = fireRateFirstMode; aiming = false; for (int i = 0; i < Bulletmarks.Length; i++) { if (!(tags.Count == Bulletmarks.Length)) { tags.Add(Bulletmarks[i].Tag); } } }
// Use this for initialization void Start() { stats = GameObject.Find("RoundManager").GetComponent<RoundStats>(); weaponCamera = GameObject.FindWithTag("WeaponCamera"); mainCamera = GameObject.FindWithTag("MainCamera"); player = GameObject.FindWithTag("Player"); bulletsLeft = bulletsPerMag; currentMode = firstMode; fireRate = fireRateFirstMode; aiming = false; if (ammoMode == Ammo.Bullets) { magazines = magazines * bulletsPerMag; } if (currentMode == fireMode.semi) { damage = PlayerPrefs.GetInt("GunDmg"); bulletsLeft = PlayerPrefs.GetInt("GunAmmo"); } if (currentMode == fireMode.burst) { damage = PlayerPrefs.GetInt("ShotgunDmg"); bulletsLeft = PlayerPrefs.GetInt("ShotgunAmmo"); } statUpdater.setAmmo(bulletsLeft); //weaponAnim.GetComponent<Animation>().wrapMode = WrapMode.Loop; //weaponAnim.GetComponent<Animator>().SetBool("IsWalking", false); //muzzleFlash.enabled = false; //gunLine.enabled = false; }
IEnumerator SecondFireMode() { canSwicthMode = false; selected = false; //GetComponent<AudioSource>().clip = switchModeSound; //GetComponent<AudioSource>().Play(); //weaponAnim.GetComponent<Animation>().Play("SwitchAnim"); yield return new WaitForSeconds(0.6f); currentMode = secondMode; fireRate = fireRateSecondMode; selected = true; canSwicthMode = true; }
void Start() { weaponCamera = GameObject.FindWithTag("WeaponCamera"); mainCamera = GameObject.FindWithTag("MainCamera"); player = GameObject.FindWithTag("Player"); muzzleFlash.enabled = false; muzzleLight.enabled = false; bulletsLeft = bulletsPerMag; currentMode = firstMode; fireRate = fireRateFirstMode; aiming = false; if (firstMode == fireMode.launcher) { rocket = GameObject.Find("RPGrocket"); } if (ammoMode == Ammo.Bullets) { magazines = magazines * bulletsPerMag; } }