Пример #1
0
    public override void Response1()
    {
        switch (itemType)
        {
        case 'w': mods.ChangeWeapon(0, inThisShop[0]); break;

        case 's': mods.ChangeShield(0, inThisShop[0]); break;

        case 'e': mods.ChangeEngine(0, inThisShop[0]); break;

        default: break;
        }
        Destroy(GetComponent <RegularDeviceShop>());
        Debug.Log("Changed " + inThisShop[0]);
        base.Response1();
    }
Пример #2
0
    public void LoadShipPrefabs()
    {
        if (!mods)
        {
            mods = transform.root.GetComponent <Modules>();
        }
        for (int i = 0; i < WeaponSlotsPaths.Length; i++)
        {
            if (WeaponSlotsPaths[i].Equals(""))
            {
                Debug.Log("Weapon path is not set"); return;
            }
            GameObject wep = Resources.Load <GameObject>(basePath + WeaponSlotsPaths[i]);

            if (wep)
            {
                mods.ChangeWeapon(i, wep);
                WeaponSlotsPaths[i] = GetFullPath(wep);
            }
            else
            {
                PathError(basePath + WeaponSlotsPaths[i]);
            }
        }

        for (int i = 0; i < ShieldSlotsPaths.Length; i++)
        {
            if (ShieldSlotsPaths[i].Equals(""))
            {
                Debug.Log("Shield path is not set"); return;
            }
            GameObject shield = Resources.Load <GameObject>(basePath + ShieldSlotsPaths[i]);

            if (shield)
            {
                mods.ChangeShield(i, shield);
                ShieldSlotsPaths[i] = GetFullPath(shield);
            }
            else
            {
                PathError(basePath + ShieldSlotsPaths[i]);
            }
        }

        for (int i = 0; i < EngineSlotsPaths.Length; i++)
        {
            if (EngineSlotsPaths[i].Equals(""))
            {
                Debug.Log("Engine path is not set"); return;
            }
            GameObject eng = Resources.Load <GameObject>(basePath + EngineSlotsPaths[i]);

            if (eng)
            {
                mods.ChangeEngine(i, eng);
                ShieldSlotsPaths[i] = GetFullPath(eng);
            }
            else
            {
                PathError(basePath + EngineSlotsPaths[i]);
            }
        }
    }