Пример #1
0
    public void CreatePickup(GameObject gunObj)
    {
        GunPickup item = Instantiate(gunPickupPrefab).GetComponent <GunPickup>();

        item.transform.position = RandomlySpawnOnNavMesh.RandomPoint();
        item.gunObj             = gunObj.gameObject;
    }
 public void UpdateUI(GunPickup gun)
 {
     damage.text     = gun.theGun.defaultConfig.damage.ToString();
     crit.text       = gun.theGun.defaultConfig.critChance.ToString();
     mana.text       = gun.theGun.defaultConfig.mana.ToString();
     defection.text  = gun.theGun.defaultConfig.deflection.ToString();
     nameWeapon.text = gun.theGun.gunName;
     icon.sprite     = gun.GetComponent <SpriteRenderer>().sprite;
     weapon          = gun;
 }
Пример #3
0
 private void GunPickup(RaycastHit swap)
 {
     gunPickupText.text = "Pickup " + swap.collider.name;
     pickupPanel.SetActive(true);
     if (Input.GetButtonDown(pickup))
     {
         DropGun();
         weapSpecs                = swap.collider.GetComponent <GunPickup>();
         weapon                   = Instantiate(weapSpecs.gun, hand.transform.position, hand.transform.rotation, hand.transform);
         currentWeapon            = weapon.GetComponent <Weapon>();
         currentWeapon.clipAmmo   = weapSpecs.clipAmmo;
         currentWeapon.playerShot = playerNum;
         Destroy(swap.collider.gameObject);
         armed = true;
         UpdateDictionary(currentWeapon.ammoName, 0);
         currentAmmo = currentWeapon.ammoName;
     }
 }
Пример #4
0
    public void DropGun()
    {
        if (armed != false)
        {
            GameObject oldWeaponPickup = Instantiate(currentWeapon.gunPickup, hand.transform.position, hand.transform.rotation) as GameObject;
            oldWeaponPickup.name = weapSpecs.gun.name;
            oldWeaponPickup.GetComponent <GunPickup>().clipAmmo = currentWeapon.clipAmmo;

            if (oldWeaponPickup.GetComponent <Rigidbody>())
            {
                Rigidbody rb = oldWeaponPickup.GetComponent <Rigidbody>();
                rb.AddForce(transform.forward * 500);
            }
            currentWeapon = null;
            currentAmmo   = null;
            armed         = false;
            weapSpecs     = null;
            Destroy(weapon.gameObject);
        }
    }
Пример #5
0
    // Use this for initialization
    void Start()
    {
        //currentLives = startingLives;

        vpnHUDImage.SetActive(false);
        tvPlayer            = FindObjectOfType <PlayerController>();
        evolveScript        = FindObjectOfType <Evolve>();
        batteryHealthScript = FindObjectOfType <BatteryHealth>();
        boss1              = FindObjectOfType <Boss>();
        playerGunScript    = FindObjectOfType <PlayerGun>();
        playerRouterScript = FindObjectOfType <PlayerRouter>();
        levelEndScript     = FindObjectOfType <LevelEnd>();
        gunPickupScript    = FindObjectOfType <GunPickup>();
        routerPickupScript = FindObjectOfType <RouterPickup>();

        //***********************LOADING SAVE DATA********************************************

        if (PlayerPrefs.HasKey("ShieldChargeCount"))
        {
            playerRouterScript.shieldChargeCount = PlayerPrefs.GetInt("ShieldChargeCount");
        }
        playerRouterScript.shieldChargeText.text = playerRouterScript.shieldChargeCount.ToString();


        if (PlayerPrefs.HasKey("HasRouter"))
        {
            tvPlayer.hasRouter = PlayerPrefs.GetInt("HasRouter");
        }

        if (PlayerPrefs.HasKey("HasVPN"))
        {
            tvPlayer.hasVPN = PlayerPrefs.GetInt("HasVPN");
        }

        if (PlayerPrefs.HasKey("HasGun"))
        {
            tvPlayer.hasGun = PlayerPrefs.GetInt("HasGun");
        }

        //Checks for if you have phaser bullets. If there you do, it will load those back.
        //CODE GOES HERE
        //
        if (PlayerPrefs.HasKey("PhaserBulletCount"))
        {
            playerGunScript.phaserBulletCount = PlayerPrefs.GetInt("PhaserBulletCount");
        }

        playerGunScript.phaserBulletText.text = playerGunScript.phaserBulletCount.ToString();

        //Checks for if you have memory cards, and if there is value, load it back.
        if (PlayerPrefs.HasKey("MemCount"))
        {
            memCount = PlayerPrefs.GetInt("MemCount");
        }
        memText.text = memCount.ToString();

        //Checks for if you have upgrades, and if there is a value, load it back.
        if (PlayerPrefs.HasKey("UpgradeCount"))
        {
            upgradeCount = PlayerPrefs.GetInt("UpgradeCount");
        }
        upgradeText.text = upgradeCount.ToString();

        //Checks for if you have lives, and if there is value, load it back.
        if (PlayerPrefs.HasKey("PlayerLives"))
        {
            currentLives = PlayerPrefs.GetInt("PlayerLives");
        }

        else
        {
            currentLives = startingLives;
        }

        //currentLives = startingLives;
        livesText.text = "x " + currentLives;
        objectsToReset = FindObjectsOfType <ResetOnRespawn>();
    }
Пример #6
0
        private void UpdatePickupMessage()
        {
            if (m_MenuController.WeaponManager.Target != null)
            {
                if (m_MenuController.WeaponManager.CanSwitch)
                {
                    GunPickup gunPickup = m_MenuController.WeaponManager.Target.GetComponent <GunPickup>();

                    if (gunPickup != null)
                    {
                        IWeapon weapon = m_MenuController.WeaponManager.GetWeaponByID(gunPickup.ID);
                        if (weapon != null)
                        {
                            if (!m_MenuController.WeaponManager.IsEquipped(weapon))
                            {
                                if (m_MenuController.WeaponManager.HasFreeSlot)
                                {
                                    m_KeyButton.SetActive(true);
                                    ShowPickupMessage("TO PICK UP <color=#FCB628>" + ((Gun)weapon).InspectorName + "</color>");
                                }
                                else
                                {
                                    m_KeyButton.SetActive(true);
                                    ShowPickupMessage("TO SWAP <color=#FCB628>" + m_MenuController.WeaponManager.GunName + "</color> FOR THE <color=#FCB628>" + ((Gun)weapon).InspectorName + "</color>");
                                }
                            }
                            else
                            {
                                m_KeyButton.SetActive(false);
                                ShowPickupMessage("<color=#FCB628>" + ((Gun)weapon).InspectorName + "</color> ALREADY EQUIPPED");
                            }
                        }
                    }
                    else
                    {
                        HidePickupMessage();
                    }

                    IActionable target = m_MenuController.WeaponManager.Target.GetComponent <IActionable>();

                    if (target != null)
                    {
                        m_KeyButton.SetActive(true);
                        ShowPickupMessage("TO " + target.Message());
                    }

                    if (m_MenuController.WeaponManager.GunID != -1)
                    {
                        if (m_MenuController.WeaponManager.Target.CompareTag(m_MenuController.WeaponManager.AmmoTag))
                        {
                            m_KeyButton.SetActive(true);
                            ShowPickupMessage("TO REFILL <color=#FCB628>AMMO</color>");
                        }

                        if (m_MenuController.WeaponManager.Target.CompareTag(m_MenuController.WeaponManager
                                                                             .AdrenalinePackTag) && m_MenuController.Adrenaline.CanRefill)
                        {
                            m_KeyButton.SetActive(true);
                            ShowPickupMessage("TO PICK UP <color=#FCB628>ADRENALINE SHOTS</color>");
                        }
                    }

                    if (!m_MenuController.WeaponManager.Target.CompareTag(m_MenuController.WeaponManager.AmmoTag) &&
                        !m_MenuController.WeaponManager.Target.CompareTag(m_MenuController.WeaponManager
                                                                          .AdrenalinePackTag) &&
                        target == null && gunPickup == null)
                    {
                        HidePickupMessage();
                    }
                }
            }
            else
            {
                HidePickupMessage();
            }
        }