private Weapon RandWeapon() { Weapon weapon; int rand = UnityEngine.Random.Range(1, 40); if (rand < 10) { weapon = new Revolver(); } else if (rand < 20) { weapon = new Shotgun(); } else if (rand < 30) { weapon = new Riffle(); } else { weapon = new Revolver(); } return(weapon); }
void Start() { gamelogic = GameObject.Find("Logic").GetComponent<GameLogic>(); shotgun = GetComponent<Shotgun>(); birdlauncher = GetComponent<BirdLauncher>(); position = new Rect ((Screen.width - crosshairTexture.width) / 2, (Screen.height - crosshairTexture.height) / 2, crosshairTexture.width/2, crosshairTexture.height/2); }
// Declare member variables here. Examples: // private int a = 2; // private string b = "text"; // Called when the node enters the scene tree for the first time. public override void _Draw() { if (tower != null) { DrawEmptyCircle(tower.GetPosition() + new Vector2(12, 12), new Vector2(tower.GetRange(), tower.GetRange()), Color.ColorN("white"), circleVisualizerResolution); if (tower is Shotgun) { Shotgun shot = tower as Shotgun; float spread = shot.GetSpreadDegrees(); Vector2 dir = Vector2.Right; DrawLine( tower.GetPosition() + new Vector2(12, 12), tower.GetPosition() + new Vector2(12, 12) + tower.GetRange() * dir.Rotated(Mathf.Deg2Rad(-spread / 2)), Color.ColorN("white") ); DrawLine( tower.GetPosition() + new Vector2(12, 12), tower.GetPosition() + new Vector2(12, 12) + tower.GetRange() * dir.Rotated(Mathf.Deg2Rad(spread / 2)), Color.ColorN("white") ); } } }
private void OnEnable() { _controller = GetComponent <ControllableObject>(); _collisionState = GetComponent <PlayerCollisionState>(); _shotgunGO = GetComponentInChildren <Shotgun>(); }
public static void AddNewSkladStorage(string NameFaction) { const int Pistols = 1000; const int Rifle = 1000; const int SMG = 1500; const int Shotgun = 2500; const int Melee = 2500; const int Armor = 2500; const int Medicals = 2500; switch (NameFaction) { case "Start": Dictionary <string, string> parametersStatr = new Dictionary <string, string> { { "@NameFaction", NameFaction }, { "@Pistols", Pistols.ToString() }, { "@Rifle", Rifle.ToString() }, { "@SMG", SMG.ToString() }, { "@Shotgun", Shotgun.ToString() }, { "@Melee", Melee.ToString() }, { "@Armor", Armor.ToString() }, { "@Medicals", Medicals.ToString() } }; DataTable resultStatr = Database.ExecutePreparedStatement("INSERT INTO sklad_faction_storages (NameFaction, Pistols, Rifle, SMG, Shotgun, Melee, Armor, Medicals) " + DatabaseValues, parametersStatr); break; } }
public void DoAction() { Splittable cube = gameObject.GetComponent <Splittable> (); if (cube) { cube.Split(); } Spawner spawn = gameObject.GetComponent <Spawner> (); if (spawn) { spawn.Spawn(); } Sweeper sweep = gameObject.GetComponent <Sweeper> (); if (sweep) { sweep.Sweep(); } Shotgun shotgun = gameObject.GetComponent <Shotgun> (); if (shotgun) { shotgun.Shoot(); } }
// Use this for initialization void Start() { machineGun = GetComponent<MachineGun>(); rocketLauncher = GetComponent<RocketLauncher>(); gun = GetComponent<Gun>(); shotgun = GetComponent<Shotgun>(); }
public ConcreteMediator() { minigun = new Minigun(this); assaultRifle = new AssaultRifle(this); flamethrower = new Flamethrower(this); shotgun = new Shotgun(this); sniperRifle = new SniperRifle(this); assaultRifleGreen = new AssaultRifle(this); new GreenLaser(assaultRifleGreen, this); assaultRifleRed = new AssaultRifle(this); new RedLaser(assaultRifleRed, this); sniperRifleGreen = new SniperRifle(this); new GreenLaser(sniperRifleGreen, this); sniperRifleRed = new SniperRifle(this); new RedLaser(sniperRifleRed, this); weaponsList = new List <Weapon>(); weaponsList.Add(minigun); weaponsList.Add(assaultRifle); weaponsList.Add(flamethrower); weaponsList.Add(shotgun); weaponsList.Add(sniperRifle); weaponsList.Add(assaultRifleGreen); weaponsList.Add(assaultRifleRed); weaponsList.Add(sniperRifleGreen); weaponsList.Add(sniperRifleRed); }
private void OnTriggerExit2D(Collider2D col) { if (col.tag == "Player") { playerEntered = false; _sg = null; } }
private void OnTriggerEnter2D(Collider2D col) { if (col.tag == "Player") { playerEntered = true; _sg = col.gameObject.GetComponentInChildren <Shotgun>(); } }
void Start() { controls = GetComponent <Controls>(); m_playerStats = GetComponent <PlayerStats>(); m_Shotgun = GetComponent <Shotgun>(); m_Animator = GetComponentInChildren <Animator>(); l_bullets = 0; }
public void selectshotgun() { Fire_Button.shotgun = true; Difficulty.count = Difficulty.count - 2; decrement = true; Shotgun.SetActive(true); Assault.SetActive(false); }
// Start is called before the first frame update void Start() { decrement = false; Assault.SetActive(true); Revolver.SetActive(false); Shotgun.SetActive(false); animator = panel.GetComponent <Animator>(); }
static void Main(string[] argv) { Weapon AK47 = new Rife("AK 47", 200, 100); Weapon SawOff = new Shotgun("SawOff", 500, 150); Weapon Mp5 = new SMG("Mp5", 150, 200); AK47.fire(); }
private void Start() { hud = GameObject.FindGameObjectWithTag("HUD").GetComponent <HUD>(); hud.healthText.text = Health.ToString(); pM = gameObject.GetComponent <PlayerMovement>(); lastHealth = Health; activeWeapon = weapon.GetComponent <Shotgun>(); }
public void TestEnemyIsAlive() { Weapon testWeapon = new Shotgun(); Enemy testEnemy = new Sergeant(); testWeapon.Shoot(testEnemy); Assert.IsTrue(testEnemy.Alive); }
void Start() { gameMarker = GameObject.Find("Game Root/GameMarker"); currentStunDuration = maxStunDuration; myRigidbody = GetComponent <Rigidbody2D>(); players.Add(gameObject); playerHitState = gameObject.AddComponent <PlayerHitState>() as PlayerHitState; playerHitState.player = gameObject; GameObject vulcanObject = Instantiate(Resources.Load("Vulcan"), transform.position, Quaternion.identity) as GameObject; vulcanObject.transform.parent = transform; vulcan = vulcanObject.GetComponent <Vulcan>() as Vulcan; vulcan.player = this; GameObject bombLauncherObject = Instantiate(Resources.Load("Bomb Launcher"), transform.position, Quaternion.identity) as GameObject; bombLauncherObject.transform.parent = transform; bombLauncher = bombLauncherObject.GetComponent <BombLauncher>() as BombLauncher; bombLauncher.player = this; shotgun = gameObject.AddComponent <Shotgun>() as Shotgun; shotgun.player = this; gigaBeam = gameObject.AddComponent <GigaBeam>() as GigaBeam; gigaBeam.player = this; magnetMissile = gameObject.AddComponent <MagnetMissile>() as MagnetMissile; magnetMissile.player = this; reversePosition = GetComponent <Entity>().affinity.GetComponent <Fleet>().reversePosition; body = transform.Find("Body").gameObject; body.GetComponent <SpriteRenderer>().color = GetComponent <Entity>().affinity.GetComponent <Fleet>().teamColor; shieldObject = Instantiate(shieldPrefab, transform.position, Quaternion.identity) as GameObject; shieldObject.transform.parent = gameObject.transform; shield = shieldObject.GetComponent <Shield>(); shield.player = this; playerHitState.SwitchToInvincible(); damageBehavior = GetComponent <DamageBehavior>(); currentExValue = GetComponent <Entity>().affinity.GetComponent <Fleet>().lastExValue; gameObject.transform.eulerAngles = new Vector3( gameObject.transform.eulerAngles.x, gameObject.transform.eulerAngles.y, gameObject.transform.eulerAngles.z - 90); vehicleControls = GetComponent <VehicleControls>(); if (reversePosition) { reverseIndex *= -1; } GameObject playerHud = Instantiate(Resources.Load("HUD/PlayerHUD"), transform.position, Quaternion.identity) as GameObject; playerHud.transform.parent = GameObject.Find("WorldspaceHUD").transform; playerHud.GetComponent <PlayerHUD>().player = this; defaultColor = body.GetComponent <SpriteRenderer>().color; foreach (Transform child in body.transform) { CarWheel wheel = child.GetComponent <CarWheel>(); if (wheel) { wheel.vehicleControls = vehicleControls; } } currentExValue = maxExValue; }
private void LevelComplete() { // Display GameOver screen with score based on ammo left int score = Pistol.GetAmmoCount() + Cannon.GetAmmoCount() * 5 + Shotgun.GetAmmoCount() / 5; timer.gameOver = true; gameOverText.text = "Good job!"; scoreText.text = "Score: " + score; }
// Start is called before the first frame update void Start() { pistol = GetComponentInChildren <Pistol>(); shotgun = GetComponentInChildren <Shotgun>(); rifle = GetComponentInChildren <AssaultRifle>(); ReloadStatus(); SelectWeapon(); }
public void selectassault() { if (decrement == true) { Difficulty.count = Difficulty.count + 2; } Shotgun.SetActive(false); Assault.SetActive(true); }
/// <summary> /// Use this for initialisation. /// </summary> void Start() { anim = GetComponent <Animator>(); _AudioSource = GetComponent <AudioSource>(); fps1 = GameObject.FindObjectOfType <FPSController>(); shotgun = GameObject.FindObjectOfType <Shotgun>(); currentBullets = bulletsPerMag; wm = gameObject.GetComponentInParent(typeof(WeaponManager)) as WeaponManager; }
public static void ResetGame() { Scoring.blocksLeft = 7; timer.Reset(); mode.currentMode = mode.savedMode; buildHeightCheck.buildHeightReached = false; Pistol.ResetAmmo(); Cannon.ResetAmmo(); Shotgun.ResetAmmo(); }
public void Init(Player player, PlayerStats playerStats, Handgun handgun, Shotgun shotgun, Machinegun machinegun, ControlsController controls, SignalBus bus) { _player = player; _playerStats = playerStats; _handgun = handgun; _shotgun = shotgun; _machinegun = machinegun; _controls = controls; _bus = bus; }
public void ShootTankWithGunThatDoesNotDamage() { Weapon testWeapon = new Shotgun(); Enemy testEnemy = new Tank(); testWeapon.Shoot(testEnemy); int test = Tank.Tank_Starting_Energy; Assert.AreEqual(test, testEnemy.EnergyRemaining); }
public void ShootGruntWithShotgun() { Weapon testWeapon = new Shotgun(); Enemy testEnemy = new Grunt(); testWeapon.Shoot(testEnemy); int test = Grunt.Grunt_Starting_Energy - Shotgun.Shotgun_Damage_Points; Assert.AreEqual(test, testEnemy.EnergyRemaining); }
void SetComponents() { gunFireAudioSource = GetComponent <AudioSource>(); spriteRenderer = GetComponent <SpriteRenderer>(); gameObject.AddComponent <PlayerController>(); gun = GetComponent <Gun>(); shotgun = GetComponent <Shotgun>(); rifle = GetComponent <Rifle>(); rpg = GetComponent <Rpg>(); sniper = GetComponent <Sniper>(); }
private void EnablePickup() { switch (_thisItem) { case _itemType.Handgun: Handgun playerHandgun = weaponManager.GetComponentInChildren <Handgun>(true); if (playerHandgun.CurrentAmmo < playerHandgun.MagazineCapacity + 1) // Check if we have less than 1 clip left, if so then respawn ammo, add +1 in case user is running around with one magazine left in ammo reserve { GetComponent <ParticleSystem>().Play(); GetComponent <Collider>().enabled = true; _pickupMesh.SetActive(true); CancelInvoke("EnablePickup"); // Make sure to cancel the invoke } break; case _itemType.Shotgun: Shotgun playerShotgun = weaponManager.GetComponentInChildren <Shotgun>(true); if (playerShotgun.CurrentAmmo < playerShotgun.MagazineCapacity * 2) // Check if we have less than 1 clip left, if so then respawn ammo { GetComponent <ParticleSystem>().Play(); GetComponent <Collider>().enabled = true; _pickupMesh.SetActive(true); CancelInvoke("EnablePickup"); } break; case _itemType.PlasmaRifle: PlasmaRifle playerPlasmaRifle = weaponManager.GetComponentInChildren <PlasmaRifle>(true); if (playerPlasmaRifle.CurrentAmmo < playerPlasmaRifle.MagazineCapacity) // Check if we have less than 1 clip left, if so then respawn ammo { GetComponent <ParticleSystem>().Play(); GetComponent <Collider>().enabled = true; _pickupMesh.SetActive(true); CancelInvoke("EnablePickup"); } break; case _itemType.HealthPickup: if (PlayerStats.PlayerHealth <= 30.0f) { GetComponent <ParticleSystem>().Play(); GetComponent <Collider>().enabled = true; _pickupMesh.SetActive(true); } break; case _itemType.AmmoPickup: break; default: break; } }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { // get the weapons of the player, even if they are inactive Pistol pistol = player.GetComponentInChildren(typeof(Pistol), true) as Pistol; AssaultRifle rifle = player.GetComponentInChildren(typeof(AssaultRifle), true) as AssaultRifle; Shotgun shotgun = player.GetComponentInChildren(typeof(Shotgun), true) as Shotgun; if (ammoSprite == sprites[0]) { WeaponAmmo ammo = pistol.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } else if (ammoSprite == sprites[1]) { WeaponAmmo ammo = rifle.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } else if (ammoSprite == sprites[2]) { WeaponAmmo ammo = shotgun.GetComponent <WeaponAmmo>(); if (ammo.currentReserveAmmo != ammo.maxReserveAmmo) { pickUpSound.Play(); ammo.currentReserveAmmo = ammo.currentReserveAmmo + (ammoMultiplier * ammo.maxMag); if (ammo.currentReserveAmmo > ammo.maxReserveAmmo) { ammo.currentReserveAmmo = ammo.maxReserveAmmo; } StartCoroutine(DeleteObject()); } } } }
public static void SaveShotgun(Shotgun shotgun) { BinaryFormatter formatter = new BinaryFormatter(); // allows conversion to a binary format string sFilePath = Application.persistentDataPath + "/SMG.sdat"; // creates a persistant path to the save file meaning it doesn't get moved around the system FileStream stream = new FileStream(sFilePath, FileMode.Create); // create the save file on the system ShotgunSaveData shotgunData = new ShotgunSaveData(shotgun); // get the player information defined in the PlayerData.cs script formatter.Serialize(stream, shotgunData); // serialize our data into a binary format stream.Close(); // close our stream to stop leaks }
/// <summary> /// Se llama cada vez que hay que refrescar la pantalla. /// Escribir aquí todo el código referido al renderizado. /// </summary> /// <param name="gameTime">The gameTime<see cref="GameTime"/>.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); var mouse = Mouse.GetState(); if (mouse.LeftButton == ButtonState.Pressed && Recoil == 0) { Recoil = 10; } if (mouse.RightButton == ButtonState.Pressed && Recoil == 0) { Recoil = 13.5f; } Map.Draw(World, Camera.View, Camera.Projection); SpawnerModel.Draw(Camera.View, Camera.Projection); foreach (Enemy enemy in Enemies) { if (enemy.GetLife() > 0) { Vector3 SkullRight = Vector3.Cross(enemy.GetDirection(), enemy.GetUp()); Vector3 SkullPosition = enemy.GetPosition() + enemy.GetDirection() + SkullRight - enemy.GetUp(); Skull.Draw(Matrix.CreateScale(0.75f) * Matrix.CreateWorld(SkullPosition, -SkullRight, enemy.GetUp()), Camera.View, Camera.Projection); } } foreach (Bullet bullet in Bullets) { Vector3 BulletRight = Vector3.Cross(bullet.GetDirection(), bullet.GetUp()); Vector3 BulletPosition = bullet.GetPosition() + bullet.GetDirection() + BulletRight - bullet.GetUp(); if (Vector3.Distance(bullet.GetPosition(), Camera.Position) < 2550) { BulletModel.Draw(Matrix.CreateScale(5) * Matrix.CreateWorld(BulletPosition, -BulletRight, bullet.GetDirection()), Camera.View, Camera.Projection); } } if (Recoil > 0) { Recoil -= 0.25f; } Vector3 cameraRight = Vector3.Cross(Camera.FrontDirection, Camera.UpDirection); Vector3 weaponPosition = new Vector3(Camera.Position.X, 0, Camera.Position.Z) + new Vector3(0, -15, 0) + Camera.FrontDirection * MathHelper.Lerp(40, 35, Recoil) + cameraRight * 10 - Camera.UpDirection * 4; Matrix shotgunWorld = Matrix.CreateScale(0.1f, 0.1f, 0.1f) * Matrix.CreateWorld(weaponPosition, -cameraRight, Camera.UpDirection); Shotgun.Draw(shotgunWorld, Camera.View, Camera.Projection); base.Draw(gameTime); }
static void Main(string[] args) { Console.WriteLine("This is Tyra Oberholzer's Quiz 07."); IFirearm s = new Shotgun(); s.doWhat("shotgun", "BOOM"); IFirearm r = new Rifle(); r.doWhat("rifle", "BANG"); IFirearm p = new Pistol(); p.doWhat("pistol", "POP"); }
static void Main(string[] args) { Console.WriteLine("Quiz 7"); IFirearm s = new Shotgun(); s.stuff("shotgun", "Boom"); IFirearm r = new Rifle(); r.stuff("rifle", "Bang"); IFirearm p = new Pistol(); p.stuff("Pistol", "Pop"); }
public void addWeapon(Types type, int efficiencyPercentage) { switch (type) { case Types.Pistol: weapons[(int)type] = new Pistol(efficiencyPercentage); break; case Types.Shotgun: weapons[(int)type] = new Shotgun(efficiencyPercentage); break; case Types.RocketLauncher: weapons[(int)type] = new RocketLauncher(efficiencyPercentage); break; } }
// Use this for initialization public void Init () { weapons = new ArrayList (); Pistol pistol = new Pistol (); pistol.bulletType = bulletType; weapons.Add (pistol); Shotgun shotgun = new Shotgun (); shotgun.bulletType = bulletType; weapons.Add (shotgun); currentWeaponIndex = 0; ammo = new ArrayList (); ammo.Add (new Ammo (17, 34, 17)); ammo.Add (new Ammo (3, 9, 3)); updateAmmoLabel (); }
public void addWeapon(Types type, float[] characteristics) { switch (type) { case Types.Pistol: weapons[(int)type] = new Pistol(characteristics); GameObject.Find("__GUIDisplayer").GetComponent<GUIDisplayer>().pistolIndicator.enabled = true; break; case Types.Shotgun: weapons[(int)type] = new Shotgun(characteristics); GameObject.Find("__GUIDisplayer").GetComponent<GUIDisplayer>().shotgunIndicator.enabled = true; break; case Types.RocketLauncher: weapons[(int)type] = new RocketLauncher(characteristics); GameObject.Find("__GUIDisplayer").GetComponent<GUIDisplayer>().rocketLauncherIndicator.enabled = true; break; } changeSelectedWeapon(type); }
void Start() { gameMarker = GameObject.Find("Game Root/GameMarker"); currentStunDuration = maxStunDuration; myRigidbody = GetComponent<Rigidbody2D>(); players.Add (gameObject); playerHitState = gameObject.AddComponent<PlayerHitState>() as PlayerHitState; playerHitState.player = gameObject; GameObject vulcanObject = Instantiate (Resources.Load ("Vulcan"), transform.position, Quaternion.identity) as GameObject; vulcanObject.transform.parent = transform; vulcan = vulcanObject.GetComponent<Vulcan>() as Vulcan; vulcan.player = this; GameObject bombLauncherObject = Instantiate (Resources.Load ("Bomb Launcher"), transform.position, Quaternion.identity) as GameObject; bombLauncherObject.transform.parent = transform; bombLauncher = bombLauncherObject.GetComponent<BombLauncher>() as BombLauncher; bombLauncher.player = this; shotgun = gameObject.AddComponent<Shotgun>() as Shotgun; shotgun.player = this; gigaBeam = gameObject.AddComponent<GigaBeam>() as GigaBeam; gigaBeam.player = this; magnetMissile = gameObject.AddComponent<MagnetMissile>() as MagnetMissile; magnetMissile.player = this; reversePosition = GetComponent<Entity>().affinity.GetComponent<Fleet>().reversePosition; body = transform.Find ("Body").gameObject; body.GetComponent<SpriteRenderer>().color = GetComponent<Entity>().affinity.GetComponent<Fleet>().teamColor; shieldObject = Instantiate (shieldPrefab, transform.position, Quaternion.identity) as GameObject; shieldObject.transform.parent = gameObject.transform; shield = shieldObject.GetComponent<Shield>(); shield.player = this; playerHitState.SwitchToInvincible(); damageBehavior = GetComponent<DamageBehavior>(); currentExValue = GetComponent<Entity>().affinity.GetComponent<Fleet>().lastExValue; gameObject.transform.eulerAngles = new Vector3( gameObject.transform.eulerAngles.x, gameObject.transform.eulerAngles.y, gameObject.transform.eulerAngles.z - 90); vehicleControls = GetComponent<VehicleControls>(); if(reversePosition) reverseIndex *= -1; GameObject playerHud = Instantiate (Resources.Load ("HUD/PlayerHUD"), transform.position, Quaternion.identity) as GameObject; playerHud.transform.parent = GameObject.Find ("WorldspaceHUD").transform; playerHud.GetComponent<PlayerHUD>().player = this; defaultColor = body.GetComponent<SpriteRenderer>().color; foreach(Transform child in body.transform){ CarWheel wheel = child.GetComponent<CarWheel>(); if(wheel){ wheel.vehicleControls = vehicleControls; } } currentExValue = maxExValue; }
//Stuff that's on the gui void OnGUI() { //The scrap counter GUI.Box (new Rect (10, 10, 100, 30), player.ScrapMetal.ToString()); //Display this if the shop is open if(menuOn) { GUI.skin = null; GUI.Box (new Rect(190, 60, 1020, 700), ""); GUI.skin = robotSkin; //Displays the main shop menu if(baseLevel) { //Switches to weapons level if (ShopBlock (new Rect(200,285,1000,120),generalWeaponPicture, weaponsCategory, weaponsCatergoryDescription, categoryPrice, categoryButtonText)) { baseLevel = false; weaponsBaseLevel = true; } // Switches to powers menu if (ShopBlock (new Rect(200,415,1000,120),generalPowerPicture, powersCategory, powersCategoryDescription, categoryPrice, categoryButtonText)) { baseLevel = false; powersBaseLevel = true; } } //The weapon upgrade level if(weaponsBaseLevel) { //Tries to buy an upgrade for the basic weapon if(ShopBlock (new Rect(200,285,1000,120), firstWeaponPicture, firstWeaponName, firstWeaponDescription, firstWeaponPrice, buyText)) { //try to buy it //upgrade the weapon if(tryBuy (firstWeaponPrice)) { player.Guns[basicGunIndex].upgrade (player); } Debug.Log (player.gunDamage()); } //Tries to buy the shotgun or upgrade it if (ShopBlock (new Rect(200,415,1000,120),secondWeaponPicture, secondWeaponName, secondWeaponDescription, secondWeaponPrice, buyText)) { //Upgrades the shotgun if it is bought if(weapon2Bought) { if(tryBuy (secondWeaponPrice)) { player.Guns[shotgunIndex].upgrade (player); } } //Buys the shotgun else { if(tryBuy (secondWeaponPrice)) { Shotgun shotgun = new Shotgun(); player.Guns.Add (shotgun); shotgunIndex = player.Guns.IndexOf (shotgun); weapon2Bought = true; } } } } //The "powers" menu if(powersBaseLevel) { GUI.Box(new Rect(200, 285, 1000, 120), "Powers not yet authorized! Pay 1600 Joe Bucks for powers DLC!"); if(GUI.Button (new Rect(200, 415, 1000, 120), "I'm too poor, back to main menu.")) { powersBaseLevel = false; baseLevel = true; } } } }