private void ReserveAcquired(ReserveAcquired reserve) { itemGot = reserve.gameObject; var ammo = inventory.limitedAmmo; var ammoSearch = inventory.limitedAmmoSearch; switch (reserve.ItemType) { case ReserveType.Missile: ammo[0].AddCapacity(999); break; case ReserveType.SuperMissile: //Check if is the first time on get the item. if (!ammoSearch.ContainsKey(1)) { PlayerInventory.CountableAmmo newAmmo = new PlayerInventory.CountableAmmo(false, 1, defaultAmmoPrefabs[0], 0, 0); ammoSearch.Add(1, newAmmo); if (ammo.Count > 1) { List <PlayerInventory.CountableAmmo> aux = new List <PlayerInventory.CountableAmmo>(); aux.Add(ammo[0]); aux.Add(newAmmo); aux.Add(ammo[1]); inventory.limitedAmmo = aux; } else { ammo.Add(newAmmo); } hudUI.AddAndSubscribe(1); } ammoSearch[1].AddCapacity(999); break; case ReserveType.SuperBomb: //Check if is the first time on get the item. if (!ammoSearch.ContainsKey(2)) { PlayerInventory.CountableAmmo newAmmo = new PlayerInventory.CountableAmmo(false, 2, defaultAmmoPrefabs[1], 0, 0); ammoSearch.Add(2, newAmmo); ammo.Add(newAmmo); hudUI.AddAndSubscribe(2); } ammoSearch[2].AddCapacity(20); break; case ReserveType.EnergyTank: GameEvents.healthTank.Invoke(); break; } AddToPlayerInventory(reserve); audioPlayer.ClipAndPlay(reserveAcquired); panel.transform.GetChild(0).GetComponent <TextMeshProUGUI>().text = reserve.nameItem; Pause.onAnyMenu = true; }
public void SetEffectsVolume(float volume) { if (CheckVolumeLevel(volume)) { onPause.SetFloat(soundVolume, volumeLevel = volume); audioMixer.SetFloat(soundVolume, volumeLevel = volume); if (!setMute) { audioS.ClipAndPlay(sampleClip); } } SaveSystem.SaveSettings(volumeLevel, musicLevel); }
private void SetDamage(int amount) { Damage(amount); audioPlayer.loop = false; audioPlayer.ClipAndPlay(damageClip); }