Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Inventory/Inventory Pickups Behaviour/weaponOnInventory.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

55 lines
1.4 KiB
C#

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