Пример #1
0
    public GameObject Build(weaponType type)
    {
        GameObject go = WeaponFactory.instance.Create(type);

        switch (type)
        {
        case weaponType.pistol:
            ProjectileWeapon pistol = go.AddComponent <ProjectileWeapon> ();
            pistol.automatic  = false;
            pistol.weaponName = "Pistol";
            pistol.ammoType   = 0;
            break;

        case weaponType.submachine:
            ProjectileWeapon smg = go.AddComponent <ProjectileWeapon> ();
            smg.automatic  = true;
            smg.fireRate   = 0.1f;
            smg.weaponName = "SMG";
            smg.ammoType   = 0;
            break;

        case weaponType.rocket:
            ProjectileWeapon rl = go.AddComponent <ProjectileWeapon>();
            rl.automatic  = true;
            rl.fireRate   = 0.25f;
            rl.weaponName = "Rocket launcher";
            rl.ammoType   = 1;
            break;
        }
        return(go);
    }
Пример #2
0
 public WEAPONS(bool buyable, bool sellable, string name, string description, Type type,
                int buyPrice, int sellPrice, float damage, float FireDam, float MagicDam, float ArtDam, bool offHand, scaleBonus Stats,
                bool twoHand, float manaOrStaminaChange, float Distance, weaponType wpType, int StrReq,
                int SkiReq, int PreReq, int IntReq, char Scaling, weaponClass WpClass, bool CanBuff, int Level, float time, float StrongTime) : base(buyable, sellable, false, name, description, true, Type.Weapon, buyPrice, sellPrice, false, 1, 1, ITEMS.StatBoost.None, 0, 0, ITEMS.typeOfItem.None)
 {
     baseDamage      = curDamage = damage;
     isOffHand       = offHand;
     status          = Stats;
     isTwoHand       = twoHand;
     decreaseStamina = manaOrStaminaChange;
     this.Distance   = Distance;
     this.type       = wpType;
     scaling         = Scaling;
     strReq          = StrReq;
     skiReq          = SkiReq;
     intReq          = IntReq;
     preReq          = PreReq;
     wpClass         = WpClass;
     canBuff         = CanBuff;
     baseFireDamage  = fireDamage = FireDam;
     baseMagicDamage = magicDamage = MagicDam;
     baseArtDamage   = artDamage = ArtDam;
     level           = Level;
     animTime        = time;
     strongTime      = StrongTime;
 }
Пример #3
0
        public override void Import(ClientEffect importObject, IEnumerable <FieldInfo> getters)
        {
            base.Import(importObject, getters);
            base.Import(importObject, typeof(WeaponStatboostEffect), 1, 0, 3, 2, 5, Stat.None);

            this.weapon = Utility.GetWeaponType(importObject.reserved[4]);
        }
Пример #4
0
 public WEAPONS(string name, float damage, float pInc, float FireDam, float fInc, float MagicDam, float mInc, float ArtDam, float aInc, bool offHand,
                bool twoHand, float manaOrStaminaChange, float Distance, weaponType type, weaponClass WpClass,
                bool CanBuff, int Level, float time, float StrongTime) : base(false, false, false, name, "", true, Type.Weapon, 0, 0, false, 1, 1, ITEMS.StatBoost.None, 0, 0, ITEMS.typeOfItem.None)
 {
     baseDamage      = curDamage = damage;
     isOffHand       = offHand;
     status          = scaleBonus.none;
     isTwoHand       = twoHand;
     decreaseStamina = manaOrStaminaChange;
     this.Distance   = Distance;
     this.type       = type;
     scaling         = 'X';
     strReq          = 0;
     skiReq          = 0;
     intReq          = 0;
     preReq          = 0;
     this.wpClass    = WpClass;
     canBuff         = CanBuff;
     baseFireDamage  = fireDamage = FireDam;
     baseMagicDamage = magicDamage = MagicDam;
     baseArtDamage   = artDamage = ArtDam;
     level           = Level;
     animTime        = time;
     strongTime      = StrongTime;
     phyInc          = pInc;
     fireInc         = fInc;
     magicInc        = mInc;
     artInc          = aInc;
 }
 void Awake()
 {
     coldDown   = 1;
     weapontype = weaponType.laserNormal;
     laserRate  = preTime + flyingTime + mcoldDown;
     laserPath  = "Prefabs/bullets/normalLaser";
 }
Пример #6
0
    /// change the type of gun gust
    void ChangeTypeFire()
    {
        if (Input.GetKeyDown(KeyCode.B))
        {
            switch (typeOfGun)
            {
            case weaponType.Machinegun:
                typeOfGun = weaponType.Burst;
                if (TypeFireText != null)
                {
                    s_TypeFire = "Semi";
                }
                break;

            case weaponType.Burst:
                typeOfGun = weaponType.Pistol;
                if (TypeFireText != null)
                {
                    s_TypeFire = "Single";
                }
                break;

            case weaponType.Pistol:
                typeOfGun = weaponType.Machinegun;
                if (TypeFireText != null)
                {
                    s_TypeFire = "Full";
                }
                break;
            }
            GetComponent <AudioSource>().clip = ReloadSound;//create a custom swicht sound
            GetComponent <AudioSource>().Play();
        }
    }
Пример #7
0
    //Run this in Start method in Unit and Enemy classes
    public static Weapon create(weaponType WeaponType, GameObject _weaponPrefab, Transform unitPosition)
    {
        switch (WeaponType)
        {
        case weaponType.Ak47:
            _weaponPrefab = (GameObject)Instantiate(Resources.Load("Weapons/Ak-47"), unitPosition);
            _weaponPrefab.transform.Translate(_weaponPrefab.transform.localPosition.x + 3f, _weaponPrefab.transform.localPosition.y + 1, _weaponPrefab.transform.localPosition.z + 4);
            break;

        case weaponType.Shotgun:
            _weaponPrefab = (GameObject)Instantiate(Resources.Load("Weapons/Shotgun"), unitPosition);
            _weaponPrefab.transform.Translate(_weaponPrefab.transform.localPosition.x + 2.8f, _weaponPrefab.transform.localPosition.y, _weaponPrefab.transform.localPosition.z + 3.3f);
            break;

        case weaponType.UMP45:
            _weaponPrefab = (GameObject)Instantiate(Resources.Load("Weapons/UMP-45"), unitPosition);
            _weaponPrefab.transform.Translate(_weaponPrefab.transform.localPosition.x + 2.5f, _weaponPrefab.transform.localPosition.y - 1, _weaponPrefab.transform.localPosition.z + 2);
            break;

        case weaponType.M4A1:
            _weaponPrefab = (GameObject)Instantiate(Resources.Load("Weapons/M4A1"), unitPosition);
            _weaponPrefab.transform.Translate(_weaponPrefab.transform.localPosition.x - 3f, _weaponPrefab.transform.localPosition.y, _weaponPrefab.transform.localPosition.z - 4);
            break;

        case weaponType.Sniper:
            _weaponPrefab = (GameObject)Instantiate(Resources.Load("Weapons/SniperRifle"), unitPosition);
            _weaponPrefab.transform.Translate(_weaponPrefab.transform.localPosition.x + 3f, _weaponPrefab.transform.localPosition.y + 1, _weaponPrefab.transform.localPosition.z);
            break;

        default:
            throw new ArgumentException();
        }

        return(_weaponPrefab.GetComponent <Weapon>());
    }
Пример #8
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W))
        {
            if (currWeapon == weaponType.Spring)
            {
                currWeapon = weaponType.Rod;
            }
            else
            {
                currWeapon = weaponType.Spring;
            }
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (currWeapon == weaponType.Spring)
            {
                shootSpring();
            }
            else
            {
                shootRod();
            }
        }
        foreach (var link in mLinks)
        {
            link.CreateContacts(GameManager.Instance.mContacts);
        }
    }
    public bool switchWeapon(weaponItem_property weapon)
    {
        weaponType weapontype = weapon.mType;

        switch (weapontype)
        {
        default:
            break;

        case weaponType.bulletNormal:
            disableAllWeapon();
            enableComponent(bulletNormal);
            break;

        case weaponType.laserNormal:
            disableAllWeapon();
            enableComponent(laserNormal);
            break;
            return(false);

            break;
        }
        upgradeShootProperties(weapon);
        return(true);
    }
Пример #10
0
    void Start()
    {
        Random.seed          = (int)System.DateTime.Now.Ticks;
        _secondsBetweenShots = 60 / rpm;
        currentType          = weaponType.Gun;

        tracer = GetComponent <LineRenderer>();
    }
Пример #11
0
 void Awake()
 {
     checkForget();
     weapontype = weaponType.bulletNormal;
     if (bulletName != "")
     {
         bulletPath = "Prefabs/bullets/" + bulletName;
     }
 }
Пример #12
0
 public void init(string n, int l, float s, float rs, string t, weaponType w)
 {
     shipName      = n;
     levelUnlocked = l;
     speed         = s;
     rotationSpeed = rs;
     textureName   = t;
     weapon        = w;
 }
Пример #13
0
    public void checkWeapon()
    {
        _currentWeaponInstance = FindObjectOfType <PlayerInventory>().currnetWeapon;
        current        = _currentWeaponInstance.weapontype;
        damage         = _currentWeaponInstance.damage;
        reloadSpeed    = _currentWeaponInstance.reloadSpeed;
        totalAmmo      = _currentWeaponInstance.totalAmmo;
        magSize        = _currentWeaponInstance.magSize;
        stability      = _currentWeaponInstance.stability;
        ammoInMag      = _currentWeaponInstance.ammoInMag;
        fireRate       = _currentWeaponInstance.fireRate;
        bulletVelocity = _currentWeaponInstance.bulletVelocity;
        projectile     = _currentWeaponInstance.ammo;

        //// switch (current)
        //  {
        //each value is set in scriptable object
        //  case weaponType.pistol:
        //     damage = 10;
        //     reloadSpeed = 2;
        //      totalAmmo = 60;
        //      magSize = 6;
        //      ammoInMag = 6;
        //      fireRate = 1;
        //      bulletVelocity = 500;
        //     break;
        //  // case weaponType.shotgun:
        //      damage = 5;
        //     reloadSpeed = 5;
        //     totalAmmo = 25;
        //     magSize = 5;
        //      ammoInMag = 5;
        //      fireRate = 1;
        //       bulletVelocity = 500;
        //       break;
        //   case weaponType.assaultRifle:
        //       damage = 10;
        //       reloadSpeed = 5;
        //       totalAmmo = 35;
        //       magSize = 20;
        //       ammoInMag = 20;
        //       fireRate = .1f;
        //       bulletVelocity = 500;
        //       break;
        //   case weaponType.DMR:
        //       damage = 10;
        //        reloadSpeed = 6;
        //       totalAmmo = 15;
        //       magSize = 3;
        //       ammoInMag = 3;
        //       fireRate = 3;
        //       bulletVelocity = 700;
        //       break;
        //   default:
        //       break;
        ////}
    }
Пример #14
0
 public weapon(string name, double value, double weight, string damage, string Dtype, string Wtype)
 {
     this.name   = name;
     this.value  = value;
     this.weight = weight;
     this.damage = damage;
     this.dType  = helpers.stringToDamageType(Dtype);
     this.wType  = weapon.stringToType(Wtype);
 }
Пример #15
0
 // Set the type of weapon
 public void setWeaponType(weaponType w)
 {
     if (this.iTypeMain == itemType.WEAPON || this.iTypeSub == itemType.WEAPON)
     {
         this.wType = w;
         this.aType = armorType.WEAPON;
     }
     return;
 }
Пример #16
0
 public void init(string n, int l, float s, float rs, string t, weaponType w)
 {
     shipName = n;
     levelUnlocked= l;
     speed = s;
     rotationSpeed = rs;
     textureName = t;
     weapon= w;
 }
Пример #17
0
        //when player grabs a weapon this changes attack stats
        public void setWeapon(weaponType _weapon)
        {
            //Weapon active = this.activeWeapon;
            //attack = active.getAttackBonus(ab);

            activeWeapon = _weapon;
            //not perfectly implemented yet
            //will also change other aspects of weapon including type and animation
        }
Пример #18
0
    public Weapon(string name) : base(name)
    {
        var index = System.Array.IndexOf(weaponAttribs, name);

        type      = (weaponType)System.Enum.Parse(typeof(weaponType), weaponAttribs[index + 1]);
        impact    = float.Parse(weaponAttribs[index + 2], System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
        endurance = float.Parse(weaponAttribs[index + 3], System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
        cadence   = float.Parse(weaponAttribs[index + 4], System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
        speed     = float.Parse(weaponAttribs[index + 5], System.Globalization.CultureInfo.InvariantCulture.NumberFormat);
    }
Пример #19
0
 public void Copy(WeaponInfo other)
 {
     type             = other.type;
     weaponSprite     = other.weaponSprite;
     bulletSprite     = other.bulletSprite;
     shotEffectSprite = other.shotEffectSprite;
     numOfBullets     = other.numOfBullets;
     coolDown         = other.coolDown;
     shotEffectSpeed  = other.shotEffectSpeed;
     throwBackAmount  = other.throwBackAmount;
 }
Пример #20
0
 //被外部调用修改子弹的属性
 public void setProperty(weaponType weapon, int damage, int knock, float damamgeRate, bulletSpeStruct bulletStruct, constant.BattleType battleType)
 {
     //Debug.Log ("子弹击退效果: " + knock);
     weapontype       = weapon;
     bulletDamage     = damage;
     bulletknock      = knock;
     bulletDamageRate = damamgeRate;
     bulletSpe        = bulletStruct;
     mBattleType      = battleType;
     //Debug.Log ("子弹类型: " + weapontype);
 }
Пример #21
0
 public WeaponInfo(weaponType _type, Sprite gunS, Sprite bulletS, Sprite shotEffectS, int bulletNum, float _coolDown, float shotEfSpeed, float trwBack)
 {
     type             = _type;
     weaponSprite     = gunS;
     bulletSprite     = bulletS;
     shotEffectSprite = shotEffectS;
     numOfBullets     = bulletNum;
     coolDown         = _coolDown;
     shotEffectSpeed  = shotEfSpeed;
     throwBackAmount  = trwBack;
 }
Пример #22
0
    void switchGun()
    {
        if (gun == weaponType.MISSILE)
        {
            gun = weaponType.SEMI;
        }

        else
        {
            gun += 1;
        }
    }
Пример #23
0
        /// <summary>
        /// Allows the player to select which weapon they want to use.
        /// </summary>
        /// <param name="type">The weapon they would like to use. Check the weaponType enum for possible options.</param>
        public void SelectWeapon(weaponType type)
        {
            switch (type)
            {
            case weaponType.explosive:
                this.Weapon = new ExplodeAmmo();
                break;

            case weaponType.piercing:
                this.Weapon = new PiercingAmmo();
                break;
            }
        }
    // Get all weapons of a given weapon type
    public List <Item> getWeapon(weaponType a)
    {
        List <Item> weapons = new List <Item>();

        for (int i = 0; i < this.inventory.Count; i++)
        {
            if (this.inventory[i].getMain() == itemType.WEAPON && this.inventory[i].getWeaponType() == a && this.inventory[i].getAmt() > 0)
            {
                weapons.Add(this.inventory[i]);
            }
        }
        return(weapons);
    }
Пример #25
0
        public override void Import(ClientEffect importObject, IEnumerable <FieldInfo> getters)
        {
            base.Import(importObject, getters);

            this.weapon = Utility.GetWeaponType(importObject.reserved[4]);
            this.change = new ChangeList();
            var change = new Change();

            change.stat  = modifiersenum.PHYSICAL_ATTACK;
            change.value = Int32.Parse(importObject.reserved[1]);
            change.delta = Int32.Parse(importObject.reserved[0]);
            change.func  = StatFunc.PERCENT;
            this.change.Add(change);
        }
Пример #26
0
 public void switchWeapon()
 {
     if (currentType == weaponType.Gun)
     {
         minigunTransform.SetActive(false);
         swordTransform.GetComponent <Renderer>().enabled = true;
         currentType = weaponType.Melee;
     }
     else
     {
         minigunTransform.SetActive(true);
         swordTransform.GetComponent <Renderer>().enabled = false;
         currentType = weaponType.Gun;
     }
 }
Пример #27
0
    public void selectWeapon(weaponType weapontype)
    {
        switch (weapontype)
        {
        default:
            break;

        case weaponType.bulletNormal:   gameObject.AddComponent <robotShotNormalBullet>(); break;

        case weaponType.laserNormal:    break;


            break;
        }
    }
Пример #28
0
        int attack, defense, speed, health, max_health; //Bonuses from items
        // player has an attack, speed, and health or hp stat
        // a small weapon inventory, size is to be decided
        // or a system of active/secondary weapons can be used

        /// <summary>
        /// Constructor for a Player object
        /// </summary>
        /// <param name="xLoc">Input the initial x coordinate of the player</param>
        /// <param name="yLoc">Input the initial y coordinate of the player</param>
        public Player(int xLoc, int yLoc, int pWidth, int pHeight)
        {
            last_x = x = xLoc;
            last_y = y = yLoc;
            width  = pWidth;
            height = pHeight;                 // set player position

            max_health   = health = 100;      // give the user 100 "units" of health
            speed        = 3;                 // move at 3 pixels/frame
            attack       = defense = 0;       // no additional boosts by default
            activeWeapon = weaponType.NONE;   // user starts with no weapons by default
            dir          = PlayerDir.UP;      // facing up by default
            moving       = false;             // users not moving by default
            col_tok      = null;
            inventory    = new List <Item>(); // has no inventory by default
            hurt         = false;             // user has not been hurt yet
        }
Пример #29
0
        /// <summary>
        /// Constructor for a Player object
        /// </summary>
        /// <param name="xLoc">Input the initial x coordinate of the player</param>
        /// <param name="yLoc">Input the initial y coordinate of the player</param>
        // player has an attack, speed, and health or hp stat
        // a small weapon inventory, size is to be decided
        // or a system of active/secondary weapons can be used
        public Player(int xLoc, int yLoc, int pWidth, int pHeight)
        {
            last_x = x = xLoc;
            last_y = y = yLoc;
            width  = pWidth;
            height = pHeight;

            max_health   = health = 100;
            speed        = 3;
            attack       = defense = 0;
            activeWeapon = weaponType.NONE;
            //secondaryWeapon = null;
            dir       = PlayerDir.UP;
            moving    = false;
            col_tok   = null;
            inventory = new List <Item>();
            hurt      = false;
        }
Пример #30
0
    // Update is called once per frame
    void Update()
    {
        gunAmmoUIStr = returnUpdates();
        if (Input.GetKeyDown(KeyCode.Mouse0) || Input.GetKeyDown(KeyCode.LeftShift))
        {
            Pew();
        }
        if (Input.GetKey(KeyCode.Mouse0) && currentWeapon == weaponType.machineGun && fired == false && ammo[1] != 0)
        {
            StartCoroutine(PewMachineGun());
        }
        if (Input.GetKeyDown(KeyCode.E))
        {
            currentWeapon = (currentWeapon != weaponType.mine) ? currentWeapon + 1 : weaponType.pistol;
        }
        if (Input.GetKeyDown(KeyCode.Q))
        {
            currentWeapon = (currentWeapon != weaponType.pistol) ? currentWeapon - 1 : weaponType.mine;
        }

        switch (currentWeapon)
        {
        case weaponType.pistol:
            m_animator.SetInteger("Gun", 1);
            break;

        case weaponType.shotgun:
            m_animator.SetInteger("Gun", 2);
            break;

        case weaponType.machineGun:
            m_animator.SetInteger("Gun", 3);
            break;

        case weaponType.mine:
            m_animator.SetInteger("Gun", 4);
            break;

        default:
            Debug.Log("ERROR: Invalid Weapon Type");
            return;
        }
    }
Пример #31
0
 public WEAPONS()
 {
     baseDamage      = 0;
     isOffHand       = false;
     status          = scaleBonus.none;
     isTwoHand       = false;
     decreaseStamina = 0;
     this.Distance   = 0;
     this.type       = weaponType.Edge;
     scaling         = 'S';
     strReq          = 0;
     skiReq          = 0;
     intReq          = 0;
     wpClass         = weaponClass.Sword;
     canBuff         = false;
     baseFireDamage  = 0;
     baseMagicDamage = 0;
     baseArtDamage   = 0;
     level           = 0;
     animTime        = 0f;
     strongTime      = 0f;
 }
Пример #32
0
        /// <summary>
        /// Constructor for a Player object
        /// </summary>
        /// <param name="xLoc">Input the initial x coordinate of the player</param>
        /// <param name="yLoc">Input the initial y coordinate of the player</param>
        // player has an attack, speed, and health or hp stat
        // a small weapon inventory, size is to be decided
        // or a system of active/secondary weapons can be used
        public Player(int xLoc, int yLoc, int pWidth, int pHeight)
        {
            last_x = x = xLoc;
            last_y = y = yLoc;
            width = pWidth;
            height = pHeight;

            max_health = health = 100;
            speed = 3;
            attack = defense = 0;
            activeWeapon = weaponType.NONE;
            //secondaryWeapon = null;
            dir = PlayerDir.UP;
            moving = false;
            col_tok = null;
            inventory = new List<Item>();
            hurt = false;
        }
Пример #33
0
        //when player grabs a weapon this changes attack stats
        public void setWeapon(weaponType _weapon)
        {
            //Weapon active = this.activeWeapon;
            //attack = active.getAttackBonus(ab);

            activeWeapon = _weapon;
            //not perfectly implemented yet
            //will also change other aspects of weapon including type and animation
        }
Пример #34
0
 /// change the type of gun gust
 void ChangeTypeFire()
 {
     if (Input.GetKeyDown(KeyCode.B))
     {
         switch (typeOfGun)
         {
             case weaponType.Machinegun:
                 typeOfGun = weaponType.Burst;
                 if (TypeFireText != null)
                     s_TypeFire = "Semi";
                 break;
             case weaponType.Burst:
                 typeOfGun = weaponType.Pistol;
                 if (TypeFireText != null)
                     s_TypeFire = "Single";
                 break;
             case weaponType.Pistol:
                 typeOfGun = weaponType.Machinegun;
                 if (TypeFireText != null)
                     s_TypeFire = "Full";
                 break;
         }
         GetComponent<AudioSource>().clip = ReloadSound;//create a custom swicht sound
         GetComponent<AudioSource>().Play();
     }
 }
Пример #35
0
        int y; // y position

        #endregion Fields

        #region Constructors

        // player has an attack, speed, and health or hp stat
        // a small weapon inventory, size is to be decided
        // or a system of active/secondary weapons can be used
        /// <summary>
        /// Constructor for a Player object
        /// </summary>
        /// <param name="xLoc">Input the initial x coordinate of the player</param>
        /// <param name="yLoc">Input the initial y coordinate of the player</param>
        public Player(int xLoc, int yLoc, int pWidth, int pHeight)
        {
            last_x = x = xLoc;
            last_y = y = yLoc;
            width = pWidth;
            height = pHeight; // set player position

            max_health = health = 100; // give the user 100 "units" of health
            speed = 3; // move at 3 pixels/frame
            attack = defense = 0; // no additional boosts by default
            activeWeapon = weaponType.NONE; // user starts with no weapons by default
            dir = PlayerDir.UP; // facing up by default
            moving = false; // users not moving by default
            col_tok = null;
            inventory = new List<Item>(); // has no inventory by default
            hurt = false; // user has not been hurt yet
        }
Пример #36
0
 //when player grabs a weapon this changes attack stats
 public void setWeapon(weaponType _weapon)
 {
     activeWeapon = _weapon;
 }
Пример #37
0
        public override void Import(ClientEffect importObject, IEnumerable<FieldInfo> getters)
        {
            base.Import(importObject, getters);

            this.weapon = Utility.GetWeaponType(importObject.reserved[4]);
            this.change = new ChangeList();
            var change = new Change();
            change.stat = modifiersenum.PHYSICAL_ATTACK;
            change.value = Int32.Parse(importObject.reserved[1]);
            change.delta = Int32.Parse(importObject.reserved[0]);
            change.func = StatFunc.PERCENT;
            this.change.Add(change);
        }
Пример #38
0
        public override void Import(ClientEffect importObject, IEnumerable<FieldInfo> getters)
        {
            base.Import(importObject, getters);
            base.Import(importObject, typeof(WeaponStatupEffect), 1, 0, 1, 0, 5, Stat.None);

            this.weapon = Utility.GetWeaponType(importObject.reserved[4]);
        }
Пример #39
0
 public WeaponMasteryEffect(weaponType weapon)
 {
     this.weapon = weapon;
 }
Пример #40
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 public void setActiveWeapon(weaponType w)
 {
     activeWeapon = (int)w;
 }