AVANCE 9
UPGRADE SYSTEM » Devlog
Finalmente esta semana estuve trabajando con las funcionalidades de cada arma.
public class WeaponReader : MonoBehaviour
{
public static WeaponReader Instance;
private Gun currentGun;
public int actualBulletDamage;
public int actualbullets;
public int actualPlayerSpeed;
public float actualshootDelay = 0.2f;
public string actualTypeOfShoot;
public float bigShootCooldown = 5f;
public int actualcartuchos;
public Guns guns;
public Transform shootSpawn;
public GameObject[] bulletPrefabs = new GameObject[1];
public List<Arma> armasDisponibles;
public bool shooting;
public float lastShootTime = 0f;
private int selectedBulletIndex = 0;
public int bulletCount = 4;
float spreadAngle = 10f;
private void Awake()
{
Instance = this;
UpdateGun(0);
}
public void UpdateGun(int NumberGun)
{
currentGun = guns.GunList[NumberGun];
actualBulletDamage = currentGun.BulletDamage;
actualPlayerSpeed = currentGun.PlayerSpeed;
actualbullets = currentGun.bullets;
actualcartuchos = currentGun.cartuchos;
actualTypeOfShoot = currentGun.TypeOfShoot;
}
public void Shoot()
{
if (Time.time - lastShootTime > actualshootDelay && actualbullets > 0)
{
switch (actualTypeOfShoot)
{
case "Single":
InstantiateBullet();
break;
case "Burst":
StartCoroutine(ShootBurst());
break;
case "Auto":
StartCoroutine(ShootAuto());
break;
case "Quad":
StartCoroutine(ShootQuad()); // Llama a la nueva función
break;
case "Big":
StartCoroutine(ShootBig());
break;
case "Placapla":
StartCoroutine(ShootPlacapla());
break;
}
Y de esta forma fui llamándolos.

Files
EntrgableShooterLis.zip 836 MB
Dec 10, 2024
UPGRADE SYSTEM
| Status | In development |
| Author | lissethmte |
| Genre | Shooter |
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