void ChangePrimaryWeapon(PrimaryWeaponType newWeaponType) { if (primaryWeapon != newWeaponType) { primaryWeapon = newWeaponType; } }
private bool UseDouble() { if (primaryWeapon == PrimaryWeaponType.Double) { return(false); } primaryWeapon = PrimaryWeaponType.Double; return(true); }
private bool UseLaser() { if (primaryWeapon == PrimaryWeaponType.Laser) { return(false); } primaryWeapon = PrimaryWeaponType.Laser; bulletIdx = (int)primaryWeapon; return(true); }
void Spawn() { hp = 20; speed = 8; powerUp = 0; missile.Reset(); optionLevel = 0; SetBarrierActive(false); primaryWeapon = NORMAL; transform.position = spawnTans.position; isJustSpawned = true; isInvincible = true; lastSpawnTime = Time.time; }
protected override void Init() { StopWatch watch = new StopWatch(); base.Init(); watch.Pause(); watch.Restart(); primaryWeapon = PrimaryWeaponType.Normal; vicviperPre = Resources.Load <GameObject>(VICVIPER_PATH); halfLocalScale = gameObject.transform.localScale * .5f; watch.Pause(); watch.Restart(); LoadOptions(); watch.Pause(); watch.Stop(); }
void Spawn() { powerup = 0; speedLevel = 0; missileLevel = 0; optionLevel = 0; SetSpeed(); primaryWeapon = PrimaryWeaponType.Normal; SetBarrierActive(false); SetOptionActive(false); transform.position = spawnTrans.position; isAutoPilot = true; invicible = true; lastSpawnTime = Time.time; //col.enabled = false; }
public GameObject GetPrimary(PrimaryWeaponType wpType) { return(PrimariesPfs.FirstOrDefault(x => x.GetComponent <PrimaryWeaponBase>().WeaponType == wpType)); }