private void OnTriggerEnter2D(Collider2D collision) { if (GetComponent <BoxCollider2D>().GetType() == typeof(BoxCollider2D)) { if (collision.tag == "ennemi" || collision.tag == "ennemibullet") { SetDead(0); } else if (collision.tag == "ammocontainer") { bulletManager.weaponType = collision.GetComponent <AmmoContainerScript>().weaponType; bulletManager.bulletType = collision.GetComponent <AmmoContainerScript>().bulletType; bulletManager.ammo = collision.GetComponent <AmmoContainerScript>().ammo; bulletManager.maxAmmo = collision.GetComponent <AmmoContainerScript>().ammo; haveAmmo = true; haveWeapon = true; } else if ((collision.tag == "weapon") && (haveWeapon == false)) { WeaponDropedscript weaponDroped = collision.gameObject.GetComponent <WeaponDropedscript>(); EventManager.TriggerEvent("GetWeapon", 1); haveWeapon = true; if (weaponDroped.ammoInside > 0) { haveAmmo = true; } bulletManager.bulletType = weaponDroped.myBulletType; bulletManager.weaponType = weaponDroped.myWeaponType; bulletManager.ammo = weaponDroped.ammoInside; bulletManager.maxAmmo = weaponDroped.maxAmmo; Destroy(collision.gameObject); } } }
public void SetDataInWeapon() { GameObject test = Instantiate(weapon, transform.position + transform.up, transform.rotation); WeaponDropedscript weaponData = test.GetComponent <WeaponDropedscript>(); weaponData.owner = this.gameObject; weaponData.myBulletType = ennemiShootScript.myBulletType; weaponData.myWeaponType = ennemiShootScript.myWeaponType; weaponData.ammoInside = ennemiShootScript.ammo; weaponData.maxAmmo = ennemiShootScript.maxAmmo; }
private void DropWeapon() { GameObject test = Instantiate(playerData.weapon, transform.position + transform.up * canonOut * 2, transform.rotation); WeaponDropedscript weaponData = test.GetComponent <WeaponDropedscript>(); weaponData.owner = this.gameObject; weaponData.myBulletType = this.bulletType; weaponData.myWeaponType = this.weaponType; weaponData.ammoInside = this.ammo; weaponData.maxAmmo = this.maxAmmo; bulletType = BulletType.None; weaponType = WeaponType.None; ammo = 0; maxAmmo = 0; }