protected override void OnPicked(PlayerCharacterController player) { Armor playerArmor = player.GetComponent <Armor>(); if (playerArmor && playerArmor.CanPickup()) { playerArmor.GainArmor(ArmorAmount); PlayPickupFeedback(); Destroy(gameObject); } }
protected override void OnPicked(PlayerCharacterController player) { Health playerHealth = player.GetComponent <Health>(); if (playerHealth && playerHealth.CanPickup()) { playerHealth.Heal(HealAmount); PlayPickupFeedback(); Destroy(gameObject); } }
void Update() { if (Input.GetKeyDown(ActivateKey)) { m_PlayerCharacterController.transform.SetPositionAndRotation(transform.position, transform.rotation); Health playerHealth = m_PlayerCharacterController.GetComponent <Health>(); if (playerHealth) { playerHealth.Heal(999); } } }
protected override void OnPicked(PlayerCharacterController byPlayer) { PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>(); if (playerWeaponsManager) { if (playerWeaponsManager.AddWeapon(WeaponPrefab)) { // Handle auto-switching to weapon if no weapons currently if (playerWeaponsManager.GetActiveWeapon() == null) { playerWeaponsManager.SwitchWeapon(true); } PlayPickupFeedback(); Destroy(gameObject); } } }
protected override void OnPicked(PlayerCharacterController byPlayer) { PlayerWeaponsManager playerWeaponsManager = byPlayer.GetComponent <PlayerWeaponsManager>(); if (playerWeaponsManager) { WeaponController weapon = playerWeaponsManager.HasWeapon(Weapon); if (weapon != null) { weapon.AddCarriablePhysicalBullets(BulletCount); AmmoPickupEvent evt = Events.AmmoPickupEvent; evt.Weapon = weapon; EventManager.Broadcast(evt); PlayPickupFeedback(); Destroy(gameObject); } } }