AVANCE 4


De igual modo comencé a trabajar en un "Weapon reader" que me ayudaría a la comunicación entre estos scripts. Y a separar un poco los comportamientos de unity.  

Otra cosa que debe considerarse es que se buscaba que cada arma tuviera un comportamiento diferente. Por lo que a la pistola dos le agregue que tuviera cartuchos.

 using System.Collections;
using System.Threading;
using UnityEngine;
public class PistolaDos : Arma
{
    private int cartuchos = 2;
    private int maxBullets = 15;
    private float recargaTiempo = 5f;
    private bool needReload = false;
    private float lastShootTime;
    
    public PistolaDos()
    {
        PlayerSpeed = 10;
        BulletDamage = 15;
        bullets = 15;
        maxBullets = bullets;
        shootDelay = 0.3f;
        currentShootType = ShootType.Single;
    }
    private void TimeGun(float time)
    {
       time-= Time.deltaTime;
        if(time <= 0)
        {
            if (cartuchos > 0)
            {
                bullets = maxBullets;
                cartuchos--;
                needReload = false;
            }
        }
    }
    public override void Shoot()
    {
        if (Time.time - lastShootTime >= shootDelay && bullets > 0)
        {
            
            bullets--;
            lastShootTime = Time.time;
            if (bullets <= 0)
            
                needReload = true; 
                TimeGun(5);
            }
        }
    }

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