// Update is called once per frame void Update() { currentCountdownTime -= Time.deltaTime; if (currentCountdownTime <= 0) { WeaponMine newMine = Instantiate(minePrefab, transform.position, transform.rotation); newMine.damageAmount = damage; currentCountdownTime = dropTimeFrequency; } }
public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent <PlayerBase>(); weaponHandling.specialWeapon = GetComponent <WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent <WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent <BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }
public static WeaponBase GetWeapon(WeaponType type) { // To find a muzzle point: // Add this in fire: Debug.DrawLine(worldMuzzle, worldMuzzle + direction * 5.0f, Color.red, 0.1f); // Adjust for scale and maybe pivot? // Select weapon, ctrl+shift+p to pause switch (type) { case WeaponType.None: return(None); case WeaponType.Shotgun: if (Shotgun == null) { Shotgun = new WeaponShutgun(); Shotgun.Type = WeaponType.Shotgun; Shotgun.Cd = 0.5f; Shotgun.Scale = new Vector3(1.5f, 4.0f, 1.0f); Shotgun.Sprite = SpriteData.Instance.Shotgun; Shotgun.BulletSprite = SpriteData.Instance.RoundBullet; Shotgun.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); Shotgun.FireAudio = AudioManager.Instance.AudioData.PlayerShotgunFire; Shotgun.MoveSpeedModifier = 0.25f; } return(Shotgun); case WeaponType.SuperShotgun: if (SuperShotgun == null) { SuperShotgun = new WeaponSuperShutgun(); SuperShotgun.Type = WeaponType.SuperShotgun; SuperShotgun.Cd = 0.4f; SuperShotgun.Scale = new Vector3(1.5f, 4.0f, 1.0f); SuperShotgun.Sprite = SpriteData.Instance.Shotgun; SuperShotgun.BulletSprite = SpriteData.Instance.RoundBullet; SuperShotgun.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); SuperShotgun.FireAudio = AudioManager.Instance.AudioData.PlayerShotgunFire; SuperShotgun.MoveSpeedModifier = 0.25f; } return(SuperShotgun); case WeaponType.SawedShotgun: if (SawedShotgun == null) { SawedShotgun = new WeaponSawedShutgun(); SawedShotgun.Type = WeaponType.SawedShotgun; SawedShotgun.Cd = 0.4f; SawedShotgun.Scale = new Vector3(1.0f, 4.0f, 1.0f); SawedShotgun.Sprite = SpriteData.Instance.Shotgun; SawedShotgun.BulletSprite = SpriteData.Instance.RoundBullet; SawedShotgun.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); SawedShotgun.FireAudio = AudioManager.Instance.AudioData.PlayerShotgunFire; SawedShotgun.MoveSpeedModifier = 0.25f; } return(SawedShotgun); case WeaponType.ShotgunSlug: if (ShotgunSlug == null) { ShotgunSlug = new WeaponShutgunSlug(); ShotgunSlug.Type = WeaponType.ShotgunSlug; ShotgunSlug.Cd = 0.3f; ShotgunSlug.Scale = new Vector3(1.5f, 4.0f, 1.0f); ShotgunSlug.Sprite = SpriteData.Instance.Shotgun; ShotgunSlug.BulletSprite = SpriteData.Instance.RoundBullet; ShotgunSlug.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); ShotgunSlug.FireAudio = AudioManager.Instance.AudioData.PlayerShotgunFire; ShotgunSlug.MoveSpeedModifier = 0.5f; } return(ShotgunSlug); case WeaponType.Staff: if (Staff == null) { Staff = new WeaponStaff(); Staff.Type = WeaponType.Staff; Staff.Cd = 0.3f; Staff.Scale = new Vector3(0.5f, 0.8f, 1.0f); Staff.Sprite = SpriteData.Instance.Staff; Staff.BulletSprite = SpriteData.Instance.Bullet; Staff.Muzzle = new Vector3(1.5f, 0.013f, 0.0f); Staff.FireAudio = AudioManager.Instance.AudioData.PlayerStaffFire; Staff.MoveSpeedModifier = 0.8f; } return(Staff); case WeaponType.Staff2: if (Staff2 == null) { Staff2 = new WeaponStaff2(); Staff2.Type = WeaponType.Staff2; Staff2.Cd = 0.5f; Staff2.Scale = new Vector3(0.5f, 0.8f, 1.0f); Staff2.Sprite = SpriteData.Instance.Staff; Staff2.BulletSprite = SpriteData.Instance.Orc; Staff2.Muzzle = new Vector3(1.5f, 0.013f, 0.0f); Staff2.FireAudio = AudioManager.Instance.AudioData.PlayerStaffFire; Staff2.MoveSpeedModifier = 0.8f; } return(Staff2); case WeaponType.Sniper: if (Sniper == null) { Sniper = new WeaponSniper(); Sniper.Type = WeaponType.Sniper; Sniper.Cd = 0.4f; Sniper.Scale = new Vector3(1.5f, 2.0f, 1.0f); Sniper.Sprite = SpriteData.Instance.Sniper; Sniper.BulletSprite = SpriteData.Instance.Bullet; Sniper.Muzzle = new Vector3(0.6f, 0.02f, 0.0f); Sniper.FireAudio = AudioManager.Instance.AudioData.PlayerSniperFire; Sniper.MoveSpeedModifier = 0.25f; } return(Sniper); case WeaponType.Machinegun: if (Machinegun == null) { Machinegun = new WeaponMachinegun(); Machinegun.Type = WeaponType.Machinegun; Machinegun.Cd = 0.08f; Machinegun.Scale = new Vector3(1.5f, 4.0f, 1.0f); Machinegun.Sprite = SpriteData.Instance.MachineGun; Machinegun.BulletSprite = SpriteData.Instance.RoundBullet; Machinegun.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); Machinegun.FireAudio = AudioManager.Instance.AudioData.PlayerMachinegunFire; Machinegun.MoveSpeedModifier = 0.5f; } return(Machinegun); case WeaponType.Paintball: if (Paintball == null) { Paintball = new WeaponPaintball(); Paintball.Type = WeaponType.Paintball; Paintball.Cd = 0.2f; Paintball.Scale = new Vector3(1.5f, 4.0f, 1.0f); Paintball.Sprite = SpriteData.Instance.MachineGun; Paintball.BulletSprite = SpriteData.Instance.RoundBullet; Paintball.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); Paintball.FireAudio = AudioManager.Instance.AudioData.PlayerPaintballFire; Paintball.MoveSpeedModifier = 1.0f; } return(Paintball); case WeaponType.Rambo: if (Rambo == null) { Rambo = new WeaponRambo(); Rambo.Type = WeaponType.Rambo; Rambo.Cd = 0.07f; Rambo.Scale = new Vector3(1.5f, 4.0f, 1.0f); Rambo.Sprite = SpriteData.Instance.MachineGun; Rambo.BulletSprite = SpriteData.Instance.RoundBullet; Rambo.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); Rambo.FireAudio = AudioManager.Instance.AudioData.PlayerMachinegunFire; Rambo.MoveSpeedModifier = 0.0f; } return(Rambo); case WeaponType.Grenade: if (Grenade == null) { Grenade = new WeaponGrenade(); Grenade.Type = WeaponType.Grenade; Grenade.Cd = GrenadeScript.Cd; Grenade.FireAudio = AudioManager.Instance.AudioData.PlayerThrowBomb; } return(Grenade); case WeaponType.Mine: if (Mine == null) { Mine = new WeaponMine(); Mine.Type = WeaponType.Mine; Mine.Cd = 0.3f; Mine.FireAudio = AudioManager.Instance.AudioData.PlayerThrowBomb; } return(Mine); case WeaponType.Unarmed: if (Unarmed == null) { Unarmed = new WeaponUnarmed(); Unarmed.MoveSpeedModifier = 1.0f; Unarmed.Type = WeaponType.Unarmed; Unarmed.FireAudio = AudioManager.Instance.AudioData.UnarmedBlast; Unarmed.Cd = 0.5f; } return(Unarmed); case WeaponType.Horn: if (Horn == null) { Horn = new WeaponHorn(); Horn.Type = WeaponType.Horn; Horn.Cd = 2.0f; Horn.FireAudio = AudioManager.Instance.AudioData.OrcHorn; } return(Horn); case WeaponType.Sword1: if (Sword == null) { Sword = new WeaponSword(); Sword.Type = WeaponType.Sword1; Sword.Cd = 0.3f; Sword.FireAudio = AudioManager.Instance.AudioData.SaberSwing; Sword.MoveSpeedModifier = 0.0f; } return(Sword); case WeaponType.Yoda: if (Yoda == null) { Yoda = new WeaponYoda(); Yoda.Type = WeaponType.Yoda; } return(Yoda); case WeaponType.Sawblade: if (Sawblade == null) { Sawblade = new WeaponSawblade(); Sawblade.Type = WeaponType.Sawblade; Sawblade.Cd = 1.0f; Sawblade.BulletSprite = SpriteData.Instance.Sawblade; Sawblade.Muzzle = new Vector3(0.5f, 0.013f, 0.0f); Sawblade.FireAudio = AudioManager.Instance.AudioData.PlayerThrowBomb; Sawblade.MoveSpeedModifier = 0.2f; } return(Sawblade); //case WeaponType.Flamethrower: // if (Flamethrower == null) // { // Flamethrower = new WeaponFlamethrower(); // Flamethrower.Type = WeaponType.Flamethrower; // Flamethrower.Cd = 0.05f; // Flamethrower.Scale = new Vector3(1.5f, 2.0f, 1.0f); // Flamethrower.Sprite = SpriteData.Instance.Flamethrower; // Flamethrower.BulletSprite = SpriteData.Instance.RoundBullet; // Flamethrower.Muzzle = new Vector3(0.6f, 0.02f, 0.0f); // Flamethrower.FireAudio = AudioManager.Instance.AudioData.PlayerFlamethrowerFire; // Flamethrower.MoveSpeedModifier = 0.5f; // } //return Flamethrower; default: Debug.LogError("Unknown weapon type: " + type.ToString()); return(Shotgun); } }
public void setUpWeapons(PlayerInfo pi) { weaponHandling.player = GetComponent<PlayerBase>(); weaponHandling.specialWeapon = GetComponent<WeaponSpecial>(); WeaponBase pistol = new WeaponPistol(pi.charEnum); WeaponBase sniper = new WeaponSniper(); WeaponBase biogun = new WeaponBiogun(); WeaponBase MP40 = new WeaponMP40(); WeaponBase mine = new WeaponMine(); WeaponBase flame = new WeaponFlamethrower(); Transform childFlame = transform.Find("Flame"); weaponHandling.flamethrower = childFlame.GetComponent<WeaponFlamethrowerLogic>(); //WeaponBase specialCurie = new WeaponSpecialCurieLogic(); // Tu sa vytvoria vsetky zbrane ktore sa priradia do weapon handling aby sa nemusel volat zbytocne load na sprajtoch //weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); WeaponBase special = null; switch (pi.charEnum) { case CharacterEnum.Tesla: special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Curie: special = new WeaponCurieSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialCurie, special); break; case CharacterEnum.DaVinci: special = new WeaponDaVinciSpecial(); //special = new WeaponTeslaSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialDaVinci, special); //weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); //weaponHandling.weapons.Add(WeaponEnum.specialTesla, special); break; case CharacterEnum.Einstein: special = new WeaponEinsteinSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialEinstein, special); break; case CharacterEnum.Nobel: special = new WeaponNobelSpecial(); weaponHandling.specialWeapon.SetUp(pi, transform.parent.GetComponent<BulletManager>(), this, special); weaponHandling.weapons.Add(WeaponEnum.specialNobel, special); break; } weaponHandling.weapons.Add(WeaponEnum.sniper, sniper); weaponHandling.weapons.Add(WeaponEnum.pistol, pistol); weaponHandling.weapons.Add(WeaponEnum.biogun, biogun); weaponHandling.weapons.Add(WeaponEnum.MP40, MP40); weaponHandling.weapons.Add(WeaponEnum.mine, mine); weaponHandling.weapons.Add(WeaponEnum.flamethrower, flame); // Inicializacia prvej zbrane weaponHandling.inventory.Add(pistol); weaponHandling.inventory.Add(special); //weaponHandling.inventory.Add(flame); //weaponHandling.inventory.Add(sniper); //weaponHandling.inventory.Add(biogun); //weaponHandling.inventory.Add(MP40); //weaponHandling.inventory.Add(mine); weaponHandling.activeWeapon = weaponHandling.inventory[0]; }