public void Reload() { if (m_noammosign != null) { Destroy(m_noammosign.gameObject); m_noammosign = null; } if (m_ammunition.Count <= m_maxammodisplay) { int t_reloadamount; if (m_player.m_Muzzle.m_MaxAmmoCount < m_maxammodisplay) { t_reloadamount = m_player.m_Muzzle.m_MaxAmmoCount - m_ammunition.Count; } else { t_reloadamount = m_maxammodisplay - m_ammunition.Count; } for (int i = 0; i < t_reloadamount; i++) { LoadNewAmmo(); } } else { HideLastAmmos(); } OrganizeAmmo(); }
void DisplayNoAmmo() { LoadNewAmmo().m_NewLocalPosition = new Vector2(PlayerManager.m_Instance.m_Player.GetComponent <SpriteRenderer>().bounds.size.x / 2, 0); m_noammosign = Instantiate(AssetManager.m_Instance.GetPrefab("NoAmmoSign")).GetComponent <NoAmmo>(); m_noammosign.transform.SetParent(m_ammunition[0].transform); m_noammosign.transform.localScale = new Vector2(1f, 1f); m_noammosign.transform.localPosition = Vector2.zero; m_noammosign.m_ammoref = m_ammunition[0].GetComponent <Ammo>(); }
private void Shoot() { if (_ammo <= 0) { if (NoAmmo != null) { NoAmmo.Invoke(this, EventArgs.Empty); } return; } _ammo--; var shootAngle = CannonAi.GetShootAngle(); StartCoroutine(PrepareShoot((float)shootAngle)); }