示例#1
0
        void HandController_OnPickedUpRangedWeapon(Item item, HandLeftOrRight leftOrRight)
        {
            //We destroy the old ammo piece here though
            //Debug.Log ("Picked up a ranged weapon");

            /*if (item.GetComponent <Rigidbody> () != null) {
             *  item.GetComponent<Rigidbody> ().useGravity = true;
             * }
             * if (ammoObj != null)
             *  Destroy (ammoObj);
             * heldWeapon = item;
             * //Debug.Log (heldWeapon);
             * SpawnCorrectAmmo ();*/
        }
示例#2
0
        void HandController_OnPickedUpRangedWeapon(Item item, HandLeftOrRight leftOrRight)
        {
            GameObject temp;

            switch (heldWeapon.itemName)
            {
            case "Kalashnikov":
                if (PlayerInventory.Instance.sevensixtwoAmmo > 0)
                {
                    temp = Instantiate(akMagPrefab);
                    var mag    = temp.GetComponent <Magazine> ();
                    var rounds = PlayerInventory.Instance.sevensixtwoAmmo < mag.MaxAmmo ? PlayerInventory.Instance.sevensixtwoAmmo : mag.MaxAmmo;
                    mag.currentAmmo = rounds;
                    PlayerInventory.Instance.sevensixtwoAmmo -= rounds;

                    Destroy(currentSnappedObject);
                    ForceSnap(temp);
                }
                break;

            case "AK 2012":
                if (PlayerInventory.Instance.sevensixtwoAmmo > 0)
                {
                    temp = Instantiate(ak2012MagPrefab);
                    var mag    = temp.GetComponent <Magazine> ();
                    var rounds = PlayerInventory.Instance.sevensixtwoAmmo < mag.MaxAmmo ? PlayerInventory.Instance.sevensixtwoAmmo : mag.MaxAmmo;
                    mag.currentAmmo = rounds;
                    PlayerInventory.Instance.sevensixtwoAmmo -= rounds;

                    Destroy(currentSnappedObject);
                    ForceSnap(temp);
                }
                break;

            case "Shotgun":
                if (PlayerInventory.Instance.shotgunShells > 0)
                {
                    temp = Instantiate(shotgunShellPrefab);
                    PlayerInventory.Instance.shotgunShells -= 1;

                    Destroy(currentSnappedObject);
                    ForceSnap(temp);
                }
                break;
            }
        }