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
3 days ago
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UPGRADE SYSTEM
Status | In development |
Author | lissethmte |
Genre | Shooter |
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