add: functional riffle and inventory for bullets
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public SceneAsset deployScene;
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public List<LevelInfo> levels;
|
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public List<EnemyInfo> enemies;
|
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public Dictionary<BulletType, int> inventory = new();
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public void Start() {
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if (i) { Destroy(gameObject); return; }
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@@ -25,7 +26,10 @@ public class GameController : MonoBehaviour
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levels.ForEach(li => {
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AddEnemyInLevel(SelectEnemyWeighted().prefab, li.scene.name);
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public Dictionary<GameObject, int> PopEnemies(string sceneName) {
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@@ -72,6 +76,18 @@ public class GameController : MonoBehaviour
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Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
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if (inventory[bulletType] >= n) {
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return true;
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}
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return false;
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}
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[Serializable]
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public SceneAsset scene;
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public int hp;
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public int maxHp;
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None,
|
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Rifle,
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Rocket,
|
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using UnityEngine;
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{
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if (keyHold && (fireRate == 0 || currentDelay >= 1 / fireRate) && GameController.i.ConsumeBullet(BulletType.Rifle)) {
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}
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}
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if (fireRate != 0) currentDelay = Mathf.Clamp(currentDelay += Time.deltaTime, 0, 1 / fireRate);
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}
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fileFormatVersion: 2
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void Start() {
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weapons = GetComponentsInChildren<Weapon>();
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if (weapons.Length > currentWeapon) weapons[currentWeapon].SetWeaponState(true);
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for (int i = 0; i < weapons.Length; ++i) weapons[i].SetWeaponState(i == currentWeapon);
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}
|
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|
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void Update() {
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ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y) % weapons.Length);
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if (weapons.Length == 0) return;
|
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ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y + weapons.Length) % weapons.Length);
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CheckButtonsForChangeWeapon();
|
||||
if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
|
||||
}
|
||||
@@ -28,7 +29,7 @@ public class WeaponController : MonoBehaviour
|
||||
void ChangeActiveWeapon(int ind) {
|
||||
if (ind < 0 || ind >= weapons.Length || ind == currentWeapon) return;
|
||||
weapons[currentWeapon].SetWeaponState(false);
|
||||
weapons[ind].SetWeaponState(false);
|
||||
weapons[ind].SetWeaponState(true);
|
||||
currentWeapon = ind;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user