AVANCE 4
UPGRADE SYSTEM » Devlog
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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UPGRADE SYSTEM
Status | In development |
Author | lissethmte |
Genre | Shooter |
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