public override void Equip(PlayerController controller) { base.Equip(controller); if (currentEquip != null) { ItemRangedEquip e = (ItemRangedEquip)currentEquip.GetComponent(typeof(ItemRangedEquip)); e.SetDamage(Damage.Effect.ToString(), Damage.Damage, Damage.AltDamage); } }
public override void UseItem(PlayerController controller, Item item) { if (Ammo > 0) { //Get the vector position the gun is aiming at. Vector3 aim3 = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 aim = new Vector2(aim3.x, aim3.y); if (currentEquip != null) { if (Projectile != null && Projectile != "") { //EffectManager.CreateProjectile(controller.EquipPosition.position, Projectile, controller.transform.rotation, Vector3.Distance(aim3,transform.position)); } ItemRangedEquip ranged = (ItemRangedEquip)currentEquip.GetComponent(typeof(ItemRangedEquip)); ranged.Fire(aim.x, aim.y); Ammo--; networkView.RPC("ItemRangedSetRPC", RPCMode.Server, Ammo); } } }