Пример #1
0
    public void OnPlayerMovement(DIRECTION _direction)
    {
        AboveTileObject weapon = m_PlayerReference.GetTileReference().Contains <WeaponPickable>();

        if (weapon != null)
        {
            WeaponPickable pickable = weapon.GetComponent <WeaponPickable>();
            Equip(pickable.GetName());
            pickable.DestroyThis();
        }
    }
Пример #2
0
    void InstantiateWeapon(Tile _tile, string _weaponType)
    {
        WeaponPickable test_weapon = (Object.Instantiate(Library.instance.GetPrefab("WeaponPickable"))).GetComponent <WeaponPickable>();

        test_weapon.SetTileReference(_tile);
        test_weapon.SetWeaponType(_weaponType);
        _tile.AddToTile(test_weapon);
        Vector3 position = _tile.transform.position;

        test_weapon.transform.position = new Vector3(position.x, position.y + 0.5f, position.z - 0.1f);
    }
Пример #3
0
    // Destroy all attached information, create a model
    public GameObject ThrowWeapon(int index)
    {
        GameObject weaponInstance = weaponBag[index];
        GameObject pickable       = Instantiate <GameObject>(pickablePrefab);

        WeaponPickable weaponPickable = pickable.GetComponent <WeaponPickable>();

        weaponPickable.needInstantiation = false;
        weaponPickable.weaponPrefab      = weaponInstance;

        BaseWeapon weaponData = weaponInstance.GetComponent <BaseWeapon>();

        weaponData.owner = null;

        weaponInstance.transform.SetParent(pickable.transform);

        RemoveWeapon(index);
        weaponCurrent = (int)Mathf.Clamp(weaponCurrent, 0, weaponBag.Count - 1);
        PrintList();
        EquipWeapon(weaponCurrent);
        return(pickable);
    }