55 lines
1.4 KiB
C#
55 lines
1.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class weaponOnInventory : objectOnInventory
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{
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[Header ("Custom Settings")]
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[Space]
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public weaponPickup mainWeaponPickup;
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public bool checkEventsOnChangeEquipState = true;
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public int remainingAmmo = -1;
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string weaponName;
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public override void eventOnPickObject (GameObject currentPlayer)
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{
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if (remainingAmmo > -1) {
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weaponName = mainWeaponPickup.weaponName;
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playerWeaponsManager weaponsManager = currentPlayer.GetComponent<playerWeaponsManager> ();
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playerWeaponSystem currrentPlayerWeaponSystem = weaponsManager.getWeaponSystemByName (weaponName);
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currrentPlayerWeaponSystem.setCurrentProjectilesInMagazine (remainingAmmo);
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}
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}
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public override void eventOnDropObject (GameObject currentPlayer)
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{
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weaponName = mainWeaponPickup.weaponName;
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playerWeaponsManager weaponsManager = currentPlayer.GetComponent<playerWeaponsManager> ();
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playerWeaponSystem currrentPlayerWeaponSystem = weaponsManager.getWeaponSystemByName (weaponName);
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remainingAmmo = currrentPlayerWeaponSystem.getProjectilesInMagazine ();
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}
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public override bool setObjectEquippedStateOnInventory (GameObject currentPlayer, bool state)
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{
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if (checkEventsOnChangeEquipState) {
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checkRemoteEvents (currentPlayer);
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checkRemoteEventsOnSetObjectEquipState (currentPlayer, state);
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checkIfEnableAbilitiesOnEquipInventoryObject (currentPlayer, state);
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}
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return true;
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}
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}
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