void ArmWeaponUpdate(WeaponUI weapon_ui) { if (!weapon_ui.gameObject.activeSelf) return; switch (weapon_ui.getArmWeapon) { case ArmWeapon.AssaultRifle: text_.text = "威力:" + weapon_A_1 + "\n\n" + "\n射程:" + weapon_A_2 + "\n\n" + "\n連射:" + weapon_A_3; break; case ArmWeapon.ShotGun: text_.text = "威力:" + weapon_B_1 + "\n\n" + "\n射程:" + weapon_B_2 + "\n\n" + "\n連射:" + weapon_B_3; break; case ArmWeapon.GatlingGun: text_.text = "威力:" + weapon_C_1 + "\n\n" + "\n射程:" + weapon_C_2 + "\n\n" + "\n連射:" + weapon_C_3; break; } }
public override void Init(UnitControl _owner) { base.Init(_owner); type = WeaponType.Ranged; projectilePrefab = gameManager.GetPrefab("Projectile"); muzzle = transform.Find("Muzzle"); GameObject muzzleFlashObj = Instantiate(gameManager.GetPrefab("MuzzleFlash"), muzzle); muzzleFlash = muzzleFlashObj.GetComponent <MuzzleFlash>(); magazine = transform.Find("Magazine"); rounds = magazineSize; if (_owner.IsPlayer) { if (hasScope) { GameObject scopeCamObj = Instantiate(gameManager.GetPrefab("ScopeCam"), muzzle); scope = scopeCamObj.AddComponent <ScopeControl>(); scopeCamObj.transform.localRotation = Quaternion.identity; } if (needsUI) { GameObject weaponUIObj = Instantiate(gameManager.GetPrefab("WeaponUI")); weaponUI = weaponUIObj.GetComponent <WeaponUI>(); weaponUI.Init(this); } } }
void Start() { weaponUI = GetComponentInChildren <WeaponUI>(); weaponUI.transform.GetChild(0).gameObject.SetActive(true); slotMachinePointAggegator = GetComponentInChildren <SlotMachinePointAggegator>(); weaponUI.transform.GetChild(0).gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { setter = FindObjectOfType <WeaponSetter>(); Assert.IsNotNull(setter, "Weapon Messenger could not locate Weapon Setter."); ui = FindObjectOfType <WeaponUI>(); Assert.IsNotNull(ui, "Weapon Messenger could not locate Weapon UI."); defaultColor = GetComponent <Text>().color; }
// Start is called before the first frame update void Start() { instance = GameManager.instance; Assert.IsNotNull(instance, "Weapon Rule Manager could not find Game Manager."); Assert.IsNotNull(searchField, "Search Field has not been assigned to Weapon Rule Manager."); setter = GetComponent <WeaponSetter>(); Assert.IsNotNull(setter, "Weapon Rule Manager could not find Weapon Setter."); ui = GetComponent <WeaponUI>(); Assert.IsNotNull(ui, "Weapon Rule Manager could not find Weapon UI."); }
void Awake() { if (instance != null) { Debug.LogWarning("Multiple WeaponUI instances."); return; } instance = this; }
// Start is called before the first frame update void Start() { manager = FindObjectOfType <WeaponRuleManager>(); Assert.IsNotNull(manager, "Weapon Rule Button can not locate Weapon Rule Manager."); setter = FindObjectOfType <WeaponSetter>(); Assert.IsNotNull(setter, "Weapon Rule Button can not locate Weapon Setter."); ui = FindObjectOfType <WeaponUI>(); Assert.IsNotNull(ui, "Weapon Rule Button can not locate Weapon UI."); GetComponent <Button>().onClick.AddListener(AddRemoveRule); }
// Start is called before the first frame update void Start() { instance = GameManager.instance; Assert.IsNotNull(instance, "Weapon Loader could not find Game Manager."); messenger = FindObjectOfType <WeaponMessenger>(); Assert.IsNotNull(messenger, "Weapon Loader could not find Weapon Messenger."); setter = gameObject.GetComponent <WeaponSetter>(); Assert.IsNotNull(setter, "Weapon Loader could not find Weapon Setter."); ui = gameObject.GetComponent <WeaponUI>(); Assert.IsNotNull(ui, "Weapon Loader could not find Weapon UI."); weaponsLoaded = instance.Weapons.Count > 0; }
// Use this for initialization void Start() { instance = GameManager.instance; Assert.IsNotNull(instance, "Can not find Game Manger."); loader = FindObjectOfType <WeaponLoader>(); Assert.IsNotNull(loader, "Can not find Rule Loader."); setter = FindObjectOfType <WeaponSetter>(); Assert.IsNotNull(setter, "Can not find Rule Setter."); ui = FindObjectOfType <WeaponUI>(); Assert.IsNotNull(ui, "Can not find Rule UI."); GetComponent <Button>().onClick.AddListener(LoadWeapon); }
// Start is called before the first frame update void Start() { instance = GameManager.instance; loader = GetComponent <WeaponLoader>(); messenger = FindObjectOfType <WeaponMessenger>(); setter = GetComponent <WeaponSetter>(); ui = GetComponent <WeaponUI>(); Assert.IsNotNull(instance, "Weapon Saver could not locate Game Manager"); Assert.IsNotNull(loader, "Weapon Saver could not locate Weapon Loader."); Assert.IsNotNull(messenger, "Weapon Saver could not locate Weapon Messenger."); Assert.IsNotNull(setter, "Weapon Saver could not locate Weapon Setter."); Assert.IsNotNull(ui, "Weapon Saver could not locate Weapon Ui."); }
private void Awake() { Debug.Log("Weapon Awake"); weaponUI = GetComponent <WeaponUI>(); weaponSFX = GetComponent <WeaponSFX>(); weaponGFXgameObject = transform.Find("GFX").gameObject; weaponUIgameObject = transform.Find("Canvas").gameObject; //Enable UI and Disable GFX weaponUIgameObject.SetActive(true); weaponGFXgameObject.SetActive(false); timeLeftToSpawn = weaponDetails.timeToConstruct; currentShootRate = weaponDetails.shootRate; //ADD GIZMO gameObject.AddComponent <WeaponGizmo>().radius = weaponDetails.weaponRadius; }
public void Init() { Instance = this; }
private void Awake() { _weaponUI = FindObjectOfType <WeaponUI>(); }
public void SetWeaponUi(WeaponUI weaponUi) { this.weaponUi = weaponUi; }
private void Awake() { instance = this; }
void Start() { ui = GameObject.FindGameObjectWithTag("WeaponUI").GetComponent <WeaponUI>(); ChangeWeapon(weapons[0]); }