// Decrement the ammo available upon firing. void DecrementAmmo(WeaponPackage weaponInfo) { currentAmmo[weaponInfo.weaponType] -= weaponInfo.ammoAmount; // I could combine the two functions, // but for readability i'll keep them // seperate. }
// Select the next available weapon // void ChangeWeapon() // { //Cycle through available weapons //if( Input.GetKeyUp("f") ) // scroll = Input.GetAxis("Mouse ScrollWheel"); // if( scroll > 0 || Input.GetKeyUp("f") ) // { // ++currentWeapon; // if(currentWeapon == (int)Weapons.WEAPONS_MAX) // currentWeapon = 0; // while(weaponOwned[currentWeapon] == false) // { // ++currentWeapon; // if(currentWeapon == (int)Weapons.WEAPONS_MAX) // currentWeapon = 0; // } // } // else if( scroll < 0 || Input.GetKeyUp("f") ) // { // --currentWeapon; // if(currentWeapon < 0) // currentWeapon = (int)Weapons.WEAPONS_MAX - 1; // while(weaponOwned[currentWeapon] == false) // { // --currentWeapon; // if(currentWeapon < 0) // currentWeapon = (int)Weapons.WEAPONS_MAX - 1; // } // } // } // Display the appropriate weapon // void DisplayWeaponAvatar() // { // GameObject weapon; // if(!weaponOwned[currentWeapon]) // { // currentWeapon = prevWeapon; // } // switch(currentWeapon) // { // case (int)Weapons.ROCKET_LAUNCHER: // weapon = GameObject.Find("AvatarRocketLauncher"); // weapon.renderer.enabled = true; // weapon = GameObject.Find("AvatarTNTDetonator"); // if(weapon != null) // weapon.renderer.enabled = false; // prevWeapon = (int)Weapons.ROCKET_LAUNCHER; // break; // case (int)Weapons.SONIC_CHARGE: // break; // case (int)Weapons.TNT: // weapon = GameObject.Find("AvatarRocketLauncher"); // weapon.renderer.enabled = false; // weapon = GameObject.Find("AvatarTNTDetonator"); // if (weapon != null) // weapon.renderer.enabled = true; // prevWeapon = (int)Weapons.TNT; // break; // default: // break; // }; // } // void WeaponPickup(WeaponPackage weaponInfo) // { //If we don't own the weapon, do everything necessary to own and equip it. // if(weaponOwned[weaponInfo.weaponType] == false) // { //Equip new weapon upon picking it up // weaponOwned[weaponInfo.weaponType] = true; // Signify that we now own this weapon // currentAmmo[weaponInfo.weaponType] = weaponInfo.ammoAmount; // Give two rockets to start out // currentWeapon = weaponInfo.weaponType; // Update the currently equipt weapon // } // else // Otherwise, award player with some more ammo for said weapon // { // currentAmmo[weaponInfo.weaponType] += weaponInfo.ammoAmount; // } // } // Increment ammo upon picking up ammo. void IncrementAmmo(WeaponPackage weaponInfo) { currentAmmo[weaponInfo.weaponType] += weaponInfo.ammoAmount; }