private void GunShoot(bool isCharging) { var ammo = inventory.limitedAmmoSearch; if (countableID == 2) { countableID = -999; } if (inventory.canShootBeams) { if (!isCharging) { pool.ActiveNextPoolObject(); } else { int id = beamToShoot.GetComponent <Beam>().ID; beamToShoot = beams.GetAmmoPrefab(id * -1); //back to normal beam beamToShoot = beams.GetAmmoPrefab(id); } } else { if (ammo.ContainsKey(countableID)) { var ammoPos = ammo[countableID]; var obj = Instantiate(ammoPos.ammoPrefab, transform.position, transform.rotation, transform); obj.transform.SetParent(null); ammoPos.ActualAmmoCount(-1); if (ammoPos.actualAmmo <= 0) { inventory.canShootBeams = true; } } } }
public void SetBeamToShoot() { if (CheckItem(2))//spazer beam { if (!CheckItem(1)) { Ammo.ammoSelected = 7; //spazer } else { Ammo.ammoSelected = 5; //spazer ice } } else { if (!CheckItem(1))//ice beam { if (CheckItem(10)) { Ammo.ammoSelected = 6; //plasma } else { Ammo.ammoSelected = 3; //normal } } else { Ammo.ammoSelected = 4; //ice } } var gObj = beams.GetAmmoPrefab(Ammo.ammoSelected); pool.SetBeamToPool(gObj); playerInstantiates.beamToShoot = gObj; }