/// <summary> Adds a new weapons to the players unlock list. </summary> /// <param name="bullet"> The bullet type to add. </param> public void AddWeapon(Enums.BulletTypes bullet) { Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1]; for (int i = 0; i < weapons.Length; i++) { temp[i] = weapons[i]; } temp[weapons.Length] = bullet; weapons = temp; }
public GameObject GetBullet(Enums.BulletTypes type) { IPoolable entity = AllocateEntity(playerBulletPools[(int)type]); if (entity == null) { return(null); } return(entity.GetGameObject()); }
public bool Shoot(Enums.BulletTypes type, Transform loc, Enums.Direction direction) { try { return(AquireEntity((int)type, loc, direction)); } catch (System.IndexOutOfRangeException ex) { Debug.LogError("Error: Invalid Bullet Type. : " + ex.Message); return(false); } }
/// <summary> Adds a new weapons to the players unlock list. </summary> /// <param name="bullet"> The bullet type to add. </param> public void AddWeapon(Enums.BulletTypes bullet) { Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1]; for (int i = 0; i < weapons.Length; i++) temp[i] = weapons[i]; temp[weapons.Length] = bullet; weapons = temp; }
public void ReturnBullet(Enums.BulletTypes type, GameObject bullet) { IPoolable entity = bullet.GetComponent <IPoolable>(); DeallocateEntity(playerBulletPools[(int)type], entity); }
/// <summary> Adds a new weapons to the players unlock list. </summary> /// <param name="bullet"> The bullet type to add. </param> public void AddWeapon(Enums.BulletTypes bullet) { for (int i = 0; i < weapons.Length; i++) { if (bullet == weapons[i]) return; } Enums.BulletTypes[] temp = new Enums.BulletTypes[weapons.Length + 1]; for (int i = 0; i < weapons.Length; i++) temp[i] = weapons[i]; temp[weapons.Length] = bullet; weapons = temp; Store(); }