void WeaponSwitch() { if (Input.GetAxis("Mouse ScrollWheel") > 0) { if (indexWeapons == nbWeapons - 1) { indexWeapons = 0; } else { indexWeapons++; } audioPlayer.PlayOneShot(switchWeapon); } else if (Input.GetAxis("Mouse ScrollWheel") < 0) { if (indexWeapons == 0) { indexWeapons = nbWeapons - 1; } else { indexWeapons--; } audioPlayer.PlayOneShot(switchWeapon); } if (Input.GetAxis("Mouse ScrollWheel") != 0) { switch (indexWeapons) { case 0: weapon = weaponTypes.Sword; weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/sword", typeof(Sprite)) as Sprite; break; case 1: weapon = weaponTypes.Gun; weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/gun", typeof(Sprite)) as Sprite; break; case 2: weapon = weaponTypes.ShotGun; weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/shotgun", typeof(Sprite)) as Sprite; break; case 3: weapon = weaponTypes.PsyBall; weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/remote", typeof(Sprite)) as Sprite; break; case 4: weapon = weaponTypes.Boomerang; weaponSprite.GetComponent <SpriteRenderer>().sprite = Resources.Load("Weapons/crossMerang", typeof(Sprite)) as Sprite; break; } } }
public Weapon(string WeaponName) { Name = WeaponName; switch (Name) { case "dagger": type = weaponTypes.melee; TypeOfDamage = damageTypes.stab; mindamage = 1; maxdamage = 2; break; case "baton": type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; case "katar": type = weaponTypes.melee; TypeOfDamage = damageTypes.stab; mindamage = 2; maxdamage = 3; break; //just for lulz case "concept-art drawing": type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; //If you see this ingame, then there is probaby a bug somewhere default: Name = "Default_Weapon"; type = weaponTypes.melee; TypeOfDamage = damageTypes.smash; mindamage = 1; maxdamage = 1; break; } if (type == weaponTypes.melee) { Appearance = ')'; Color = ConsoleColor.White; } }
void WeaponSwitch() { if(Input.GetAxis("Mouse ScrollWheel") > 0) { if (indexWeapons == nbWeapons - 1) indexWeapons = 0; else indexWeapons++; audioPlayer.PlayOneShot(switchWeapon); } else if(Input.GetAxis("Mouse ScrollWheel") < 0) { if (indexWeapons == 0) indexWeapons = nbWeapons -1; else indexWeapons--; audioPlayer.PlayOneShot(switchWeapon); } if(Input.GetAxis("Mouse ScrollWheel") != 0) { switch (indexWeapons) { case 0: weapon = weaponTypes.Sword; weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/sword", typeof(Sprite)) as Sprite; break; case 1: weapon = weaponTypes.Gun; weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/gun", typeof(Sprite)) as Sprite; break; case 2: weapon = weaponTypes.ShotGun; weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/shotgun", typeof(Sprite)) as Sprite; break; case 3: weapon = weaponTypes.PsyBall; weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/remote", typeof(Sprite)) as Sprite; break; case 4: weapon = weaponTypes.Boomerang; weaponSprite.GetComponent<SpriteRenderer>().sprite = Resources.Load("Weapons/crossMerang", typeof(Sprite)) as Sprite; break; } } }
public void EquipMelee() { equippedWeaponType = weaponTypes.Melee; }
public void EquipSecondary() { equippedWeaponType = weaponTypes.Secondary; }
public void EquipPrimary() { equippedWeaponType = weaponTypes.Primary; }
//Tony: These let you add items and instantiate them at the same time. Quite useful, maybe. private static object Weapon(weaponTypes weaponType) { Weapon weapon = new Weapon(weaponType); return(weapon); }
private void ChooseSecondary(weaponTypes weapon) { secondaryWeapon = weapon; switch (weapon) { case weaponTypes.GATLING: sGatButton.interactable = false; sRailButton.interactable = true; sShotButton.interactable = true; sSawButton.interactable = true; foreach (GameObject g in rightGatGO) { g.SetActive (true); } foreach (GameObject g in rightRailGO) { g.SetActive (false); } foreach (GameObject g in rightShotGO) { g.SetActive (false); } foreach (GameObject g in rightSawGO) { g.SetActive (false); } break; case weaponTypes.RAIL: sRailButton.interactable = false; sGatButton.interactable = true; sShotButton.interactable = true; sSawButton.interactable = true; foreach (GameObject g in rightRailGO) { g.SetActive (true); } foreach (GameObject g in rightGatGO) { g.SetActive (false); } foreach (GameObject g in rightShotGO) { g.SetActive (false); } foreach (GameObject g in rightSawGO) { g.SetActive (false); } break; case weaponTypes.SHOT: sShotButton.interactable = false; sGatButton.interactable = true; sRailButton.interactable = true; sSawButton.interactable = true; foreach (GameObject g in rightShotGO) { g.SetActive (true); } foreach (GameObject g in rightRailGO) { g.SetActive (false); } foreach (GameObject g in rightGatGO) { g.SetActive (false); } foreach (GameObject g in rightSawGO) { g.SetActive (false); } break; case weaponTypes.SAW: sSawButton.interactable = false; sGatButton.interactable = true; sRailButton.interactable = true; sShotButton.interactable = true; foreach (GameObject g in rightSawGO) { g.SetActive (true); } foreach (GameObject g in rightRailGO) { g.SetActive (false); } foreach (GameObject g in rightShotGO) { g.SetActive (false); } foreach (GameObject g in rightGatGO) { g.SetActive (false); } break; } }
private void ChoosePrimary(weaponTypes weapon) { primaryWeapon = weapon; switch (weapon) { case weaponTypes.GATLING: pGatButton.interactable = false; pRailButton.interactable = true; pShotButton.interactable = true; pSawButton.interactable = true; foreach (GameObject g in leftGatGO) { g.SetActive (true); } foreach (GameObject g in leftRailGO) { g.SetActive (false); } foreach (GameObject g in leftShotGO) { g.SetActive (false); } foreach (GameObject g in leftSawGO) { g.SetActive (false); } break; case weaponTypes.RAIL: pRailButton.interactable = false; pGatButton.interactable = true; pShotButton.interactable = true; pSawButton.interactable = true; foreach (GameObject g in leftRailGO) { g.SetActive (true); } foreach (GameObject g in leftGatGO) { g.SetActive (false); } foreach (GameObject g in leftShotGO) { g.SetActive (false); } foreach (GameObject g in leftSawGO) { g.SetActive (false); } break; case weaponTypes.SHOT: pShotButton.interactable = false; pGatButton.interactable = true; pRailButton.interactable = true; pSawButton.interactable = true; foreach (GameObject g in leftShotGO) { g.SetActive (true); } foreach (GameObject g in leftRailGO) { g.SetActive (false); } foreach (GameObject g in leftGatGO) { g.SetActive (false); } foreach (GameObject g in leftSawGO) { g.SetActive (false); } break; case weaponTypes.SAW: pSawButton.interactable = false; pGatButton.interactable = true; pRailButton.interactable = true; pShotButton.interactable = true; foreach (GameObject g in leftSawGO) { g.SetActive (true); } foreach (GameObject g in leftRailGO) { g.SetActive (false); } foreach (GameObject g in leftShotGO) { g.SetActive (false); } foreach (GameObject g in leftGatGO) { g.SetActive (false); } break; } }