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Copy pathWeaponHandler.cs
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86 lines (76 loc) · 1.8 KB
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using UnityEngine;
using System.Collections;
public class WeaponHandler : Player {
public GameObject bullet {get;set;}
public float fireRate {get;set;}
public float fireSpeed {get;set;}
public static bool mainSelected;
public static bool mgSelected;
public static bool aoeSelected;
int weaponNum;
public GUITexture mainWeapon;
public GUITexture aoeWeapon;
bool first;
bool aoeFirst;
void getWeapon(){
//Case where you get Ammo for the first time
if(first == true && MGWeapon.mgHasAmmo == true){
first = false;
weaponNum = 6;
}
if(aoeFirst == true && AOEWeapon.aoeHasAmmo == true){
aoeFirst = false;
weaponNum = 10;
}
//Switch weapon to active when out of Ammo
if(weaponNum >= 10 && weaponNum <=12 && !AOEWeapon.aoeHasAmmo){
weaponNum = 9;
}
if(weaponNum >=5 && weaponNum <=9 && !MGWeapon.mgHasAmmo){
weaponNum = 1;
}
//Assign Weapon based on scroller position
if(weaponNum >= 10 && weaponNum <=12){
mainSelected = false;
mgSelected = false;
aoeSelected = true;
mainWeapon.enabled = false;
aoeWeapon.enabled = true;
}else
if(weaponNum >=5 && weaponNum <=9){
mainSelected = false;
mgSelected = true;
aoeSelected = false;
mainWeapon.enabled = false;
aoeWeapon.enabled = false;
}else{
mainSelected = true;
mgSelected = false;
aoeSelected = false;
mainWeapon.enabled = true;
aoeWeapon.enabled = false;
}
}
// Use this for initialization
void Start () {
weaponNum = 1;
first = true;
aoeFirst = true;
}
// Update is called once per frame
void Update () {
if(Input.GetAxis("Mouse ScrollWheel") < 0){//back
weaponNum--;
}
if(Input.GetAxis("Mouse ScrollWheel") > 0){//forward
weaponNum++;
}
if(weaponNum > 12){
weaponNum = 1;
}
if(weaponNum < 1){
weaponNum = 12;
}
getWeapon();
}
}