public void SpawnAKwDrum() { factory = FactoryProducer.GetFactory(FactoryType.AK); m_Drum = factory.GetAK(AttachmentType.Drum); Debug.Log("Accuracy: " + m_Basic.GetAccuracy()); Debug.Log("Ammo: " + m_Basic.GetAmmo()); }
public void SpawnAKwRSilencer() { factory = FactoryProducer.GetFactory(FactoryType.AK); m_Silencer = factory.GetAK(AttachmentType.Silencer); Debug.Log("Accuracy: " + m_Basic.GetAccuracy()); Debug.Log("Ammo: " + m_Basic.GetAmmo()); }
public void SpawnAKwReflexSight() { factory = FactoryProducer.GetFactory(FactoryType.AK); m_ReflexSight = factory.GetAK(AttachmentType.ReflexSight); Debug.Log("Accuracy: " + m_Basic.GetAccuracy()); Debug.Log("Ammo: " + m_Basic.GetAmmo()); }
public WithSilencer(IAK rifle) : base(rifle) { GameObject prefab = Resources.Load <GameObject>(prefabPath); model = GameObject.Instantiate(prefab); model.transform.SetParent(GetGameObject().transform); model.transform.position += model.transform.parent.position; }
public AKDecorator(IAK rifle) { m_DecoratedRifle = rifle; }
void Update() { if (Input.GetKeyDown("b")) { m_SpawnerAK.SpawnBasicAK(); //IAK rifle = new BasicAK(); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("q")) { m_SpawnerAK.SpawnAKwReflexSight(); //IAK rifle = new BasicAK(); //rifle = new WithReflexSight(rifle); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("w")) { m_SpawnerAK.SpawnAKwStock(); //IAK rifle = new BasicAK(); //rifle = new WithStock(rifle); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("e")) { m_SpawnerAK.SpawnAKwRGrip(); //IAK rifle = new BasicAK(); //rifle = new WithGrip(rifle); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("r")) { m_SpawnerAK.SpawnAKwRSilencer(); //IAK rifle = new BasicAK(); //rifle = new WithSilencer(rifle); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("t")) { m_SpawnerAK.SpawnAKwDrum(); //IAK rifle = new BasicAK(); //rifle = new WithDrum(rifle); //currentRifle = rifle; //Debug.Log("Accuracy: " + rifle.GetAccuracy()); //Debug.Log("Ammo: " + rifle.GetAmmo()); } if (Input.GetKeyDown("d")) { if (currentRifle != null) { GameObject.Destroy(currentRifle.GetGameObject()); currentRifle = null; } } if (Input.GetKeyDown("a")) { GameObject[] array = GameObject.FindGameObjectsWithTag("AK"); foreach (GameObject i in array) { GameObject.Destroy(i); } currentRifle = null; } }