public Game() { Coins = 0; Level = 1; ExperiencePoints = 0; CurrentLevel = "Suburb"; Bag = new Bag(); InventoryWeapons = new List <InventoryWeapon> (); InventoryWeapon inventoryWeapon = new InventoryWeapon(WeaponDatabase.GetWeapon(0), true); InventoryWeapons.Add(inventoryWeapon); Bag.AddWeapon(InventoryWeapons [0].Weapon.ID); Heroes = new List <HeroParty> (); HeroParty heroParty = new HeroParty(HeroDatabase.GetHero(0), true); Heroes.Add(heroParty); CurrentHero = Heroes [0].Hero; Paused = false; AutoAimTarget = true; savedTimeScale = 1; achievementManager = new AchievementManager(); }
void CheckWeaponForUpdate() { for (int i = 0; i < WeaponDatabase.GetWeaponsLength(); i++) { WeaponData weapon = WeaponDatabase.GetWeapon(i); Game.current.AddWeaponToInventory(weapon); } }
private void ChangeWeaponRPC(int index, bool isUpgrade) { if (isUpgrade) { OnUpgradeWeapon?.Invoke(); } var newWeapon = WeaponDatabase.GetWeapon(index); SetWeapon(newWeapon); }
public void AddWeapon(int weaponIndex) { if (InventoryIsFull()) { return; } bool isExist = false; for (int i = 0; i < weapons.Length; i++) { if (weapons [i] == null) { continue; } if (weapons[i].ID == weaponIndex) { isExist = true; break; } } if (!isExist) { for (int i = 0; i < weapons.Length; i++) { if (weapons [i] == null) { weapons [i] = WeaponDatabase.GetWeapon(weaponIndex); return; } } } }