void Start() { if (m_stonePowerSet == false) { m_stonePowerSet = true; for (int i = 0; i < activeStone.Length; i++) { stonePower[i] = Random.Range(30, 80); } } currentFog = fogStrength; canSelect = true; m_playerController = FindObjectOfType <Player_Controller>(); m_gunGeneric = FindObjectOfType <Gun_Generic>(); m_waveSystem = FindObjectOfType <Wave_System>(); m_defaultDefence = m_playerController.m_defenceValue; m_defaultHealth = m_playerController.playerHealth; m_defaultDamageCooldown = prototypeWeapon.damageCoolDown; }
public int AmmoWorth; // the amount of ammo that pack is worth void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) // when the player walks over it { Gun_Generic Gun = FindObjectOfType <Gun_Generic>(); // find the active weapon if (Gun) // if the player has a gun equiped { if (Gun.m_name == GunType || GunType == "ALL") // if the name of the weapon matches the ammo type or the type is universal { // increase the gun ammo count Gun.m_currentAmmo += AmmoWorth; // if the ammo is if (Gun.m_currentAmmo > Gun.m_maxAmmo) { Gun.m_currentAmmo = Gun.m_maxAmmo; } Gun.f_updateUI(); // update the UI so it reflects the current amount Destroy(gameObject); // destroy the ammo so it can't be infinate } } } }