Пример #1
0
 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());
 }
Пример #2
0
 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());
 }
Пример #3
0
 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;
 }
Пример #6
0
    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;
        }
    }