本文整理汇总了C#中Weapon.setType方法的典型用法代码示例。如果您正苦于以下问题:C# Weapon.setType方法的具体用法?C# Weapon.setType怎么用?C# Weapon.setType使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Weapon
的用法示例。
在下文中一共展示了Weapon.setType方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: FirstLoad
/// <summary>
/// Called when a new game is started. Sets all fields to default.
/// </summary>
public void FirstLoad()
{
_score = Camera.main.GetComponent<Score>();
currentWeapon = weaponFactory.getPistol ();
currentWeaponInt = 1;
unlocked [0] = true;
for (int i = 1; i < unlocked.Length; i++) {
unlocked [i] = false;
}
setUnActive ();
setActive ();
setTextOfLockUnlock ();
for (int i = 0; i < 8; i ++) {
unitCostWeaponTexts[i].text = weaponCost[i] + " Units";
}
playerAnimator = gameObject.GetComponent<Animator> ();
pSys1.enableEmission = false;
pSys2.enableEmission = false;
PlayerSounds = gameObject.GetComponent<SoundsPlayer>();
WeaponsSounds = gameObject.GetComponent<SoundsWeapons>();
WeaponsSounds.loadGunSounds(gameObject);
if (currentWeaponInt == 1)
{
currentWeapon = weaponFactory.getPistol();
playerAnimator.SetInteger("weapon", 1);
currentWeaponInt = 1;
setAllWeaponsUnactive();
weapons[0].SetActive(true);
}
if (currentWeaponInt == 2)
{
currentWeapon = weaponFactory.getShrimpPistol();
currentWeaponInt = 2;
playerAnimator.SetInteger("weapon", 1);
setAllWeaponsUnactive();
weapons[1].SetActive(true);
}
if (currentWeaponInt == 3)
{
currentWeapon = weaponFactory.getStingerGun();
currentWeaponInt = 3;
playerAnimator.SetInteger("weapon", 1);
setAllWeaponsUnactive();
weapons[2].SetActive(true);
}
if (currentWeaponInt == 4)
{
currentWeapon = weaponFactory.getWeaponizedEel();
currentWeaponInt = 4;
playerAnimator.SetInteger("weapon", 3);
setAllWeaponsUnactive();
weapons[3].SetActive(true);
}
if (currentWeaponInt == 5)
{
currentWeapon = weaponFactory.getWunderwuffen();
currentWeapon.setType(new Type(1));
currentWeaponInt = 5;
playerAnimator.SetInteger("weapon", 1);
setAllWeaponsUnactive();
weapons[4].SetActive(true);
}
if (currentWeaponInt == 6)
{
currentWeapon = weaponFactory.getBatteringRam();
currentWeaponInt = 6;
playerAnimator.SetInteger("weapon", 3);
setAllWeaponsUnactive();
weapons[5].SetActive(true);
}
if (currentWeaponInt == 7)
{
currentWeapon = weaponFactory.getSwordfish();
currentWeaponInt = 7;
playerAnimator.SetInteger("weapon", 2);
setAllWeaponsUnactive();
weapons[6].SetActive(true);
}
if (currentWeaponInt == 8)
{
currentWeapon = weaponFactory.getBaseballBat();
currentWeaponInt = 8;
playerAnimator.SetInteger("weapon", 2);
setAllWeaponsUnactive();
weapons[7].SetActive(true);
}
}
示例2: Update
//.........这里部分代码省略.........
if ((Input.GetKeyDown(KeyCode.Keypad1) || Input.GetKeyDown(KeyCode.Alpha1) || currentWeaponInt == 1) && unlocked[0]){
currentWeapon = weaponFactory.getPistol();
playerAnimator.SetInteger ("weapon", 1);
currentWeaponInt = 1;
setAllWeaponsUnactive ();
weapons [0].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad2) || Input.GetKeyDown(KeyCode.Alpha2) || currentWeaponInt == 2) && unlocked[1]){
currentWeapon = weaponFactory.getShrimpPistol();
currentWeaponInt = 2;
playerAnimator.SetInteger ("weapon", 1);
setAllWeaponsUnactive ();
weapons [1].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad3) || Input.GetKeyDown(KeyCode.Alpha3) || currentWeaponInt == 3) && unlocked[2]){
currentWeapon = weaponFactory.getStingerGun();
currentWeaponInt = 3;
playerAnimator.SetInteger ("weapon", 1);
setAllWeaponsUnactive ();
weapons [2].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad4) || Input.GetKeyDown(KeyCode.Alpha4) || currentWeaponInt == 4) && unlocked[3]){
currentWeapon = weaponFactory.getWeaponizedEel();
currentWeaponInt = 4;
playerAnimator.SetInteger ("weapon", 3);
setAllWeaponsUnactive ();
weapons [3].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad5) || Input.GetKeyDown(KeyCode.Alpha5) || currentWeaponInt == 5) && unlocked[4]){
bool getIfWunderwaffen = currentWeapon.getIfChangeable ();
Type type = currentWeapon.getType ();
currentWeapon = weaponFactory.getWunderwuffen();
if (getIfWunderwaffen) {
currentWeapon.setType (type);
}
currentWeaponInt = 5;
playerAnimator.SetInteger ("weapon", 1);
setAllWeaponsUnactive ();
weapons [4].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad6) || Input.GetKeyDown(KeyCode.Alpha6) || currentWeaponInt == 6) && unlocked[5]){
currentWeapon = weaponFactory.getBatteringRam();
currentWeaponInt = 6;
playerAnimator.SetInteger ("weapon", 3);
setAllWeaponsUnactive ();
weapons [5].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad7) || Input.GetKeyDown(KeyCode.Alpha7) || currentWeaponInt == 7) && unlocked[6]){
currentWeapon = weaponFactory.getSwordfish();
currentWeaponInt = 7;
playerAnimator.SetInteger ("weapon", 2);
setAllWeaponsUnactive ();
weapons [6].SetActive (true);
}
if ((Input.GetKeyDown(KeyCode.Keypad8) || Input.GetKeyDown(KeyCode.Alpha8) || currentWeaponInt == 8) && unlocked[7]){
currentWeapon = weaponFactory.getBaseballBat();
currentWeaponInt = 8;
playerAnimator.SetInteger ("weapon", 2);
setAllWeaponsUnactive ();
weapons [7].SetActive (true);
}
if(currentWeapon.getIfChangeable() && Input.GetMouseButtonDown(1)){
if(currentWeapon.getType().getType() < 3){
currentWeapon.setType(new Type(currentWeapon.getType().getType() + 1));
typeOfWunderWaffenText.text = currentWeapon.getType().toString();
}