void SwitchWeapn() { if (!weapon.IsReloading()) { if (inventory[1] != null) { AudioSource.PlayClipAtPoint(switchWeaponClip, this.transform.position); if (weaponIndex != inventory.Length - 1) { weapon = inventory[1]; InventoryWeapon.activeIndex = 1; weaponIndex = 1; spriteRenderer.sprite = inventory[weaponIndex].sprite; } else { weapon = inventory[0]; InventoryWeapon.activeIndex = 0; weaponIndex = 0; spriteRenderer.sprite = inventory[weaponIndex].sprite; } weapon.UpdateAmmoText(); InventoryWeapon.ChangeInventory(this.inventory); } } }
// Use this for initialization void Start() { Zombie.aliveZombies.Clear(); life = maxLife; UpdateText(); SetComponents(); weapons.Add(gun); weapons.Add(shotgun); weapons.Add(rifle); weapons.Add(rpg); weapons.Add(sniper); foreach (Weapon weapon in weapons) { weapon.SetPlayerAttack(this); } weapon = weapons[0]; inventory[0] = weapon; spriteRenderer.sprite = weapons[0].sprite; InventoryWeapon.ChangeInventory(this.inventory); foreach (Weapon weapon in inventory) { if (weapon) { weapon.UpdateAmmoText(); } } }
void OnTriggerEnter2D(Collider2D collider2D) { PlayerAttack player = FindObjectOfType <PlayerAttack>(); if (collider2D.gameObject.tag.Equals("Player") && collider2D == collider2D.gameObject.GetComponent <PlayerAttack>().body) { Destroy(gameObject); FindWeapon(); if (weapon.gameObject.GetComponent <PlayerAttack>().GetWeapon() == weapon) { weapon.SetUpWeapon(true); } else { weapon.SetUpWeapon(false); } AudioSource.PlayClipAtPoint(pickupClip, this.transform.position); InventoryWeapon.ChangeInventory(player.inventory); } }