Пример #1
0
    public string AmmoDisplayCountText()
    {
        var available = shotInventory.GetAvailable(selectedShot);

        if (available == int.MaxValue)
        {
            return("Unlimited");
        }
        else
        {
            return(available.ToString());
        }
    }
Пример #2
0
    public void AssignInventory(ProjectileInventory shotInventory)
    {
        // rebuild inventory list each time
        foreach (ProjectileKind projectileKind in Enum.GetValues(typeof(ProjectileKind)))
        {
            if (ammoRegistry.ContainsKey(projectileKind))
            {
                Destroy(ammoRegistry[projectileKind].gameObject);
                Remove(ammoRegistry[projectileKind]);
                ammoRegistry.Remove(projectileKind);
            }
        }

        // loop through all shot types
        foreach (ProjectileKind projectileKind in Enum.GetValues(typeof(ProjectileKind)))
        {
            // if we have available shots...
            var available = shotInventory.GetAvailable(projectileKind);
            if (available > 0)
            {
                AmmoInfoController ammoInfo;
                // create new ammo info slot if required
                if (!ammoRegistry.TryGetValue(projectileKind, out ammoInfo))
                {
                    var ammoInfoGo = (GameObject)Instantiate(ammoInfoPrefab);
                    ammoInfo = ammoInfoGo.GetComponent <AmmoInfoController>();
                    ammoRegistry[projectileKind] = ammoInfo;
                    Add(ammoInfo);
                }
                // update ammo count
                ammoInfo.AssignAmmo(projectileKind, available);
            }
        }
        SetSelected(lastSelectedShot);
    }