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Abilities
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Abilities : MonoBehaviour
{
public Weapons currentWeapon;
public PlayerMovement pM;
public GameObject[] weapons;
public Image selectedWeaponImage;
public Image[] weaponsImages;
private int weaponSelect;
private int selectedWeapon;
public enum Weapons
{
Empty,
Minigun,
Laser,
Rocket,
Bomb,
Bagpipe
}
void Update()
{
Debug.Log(currentWeapon);
switch (currentWeapon) //Switch between states
{
case (Weapons.Empty):
break;
case (Weapons.Minigun):
break;
case (Weapons.Laser):
break;
case (Weapons.Rocket):
break;
case (Weapons.Bomb):
break;
case (Weapons.Bagpipe):
break;
}
}
public void ActivateWeapon()
{
if (currentWeapon == Weapons.Empty)
{
// do nothing
}
else if (currentWeapon == Weapons.Minigun)
{
weapons[0].SetActive(true);
StartCoroutine("FireMinigun");
}
else if (currentWeapon == Weapons.Rocket)
{
weapons[1].SetActive(true);
//rocket function
}
else if (currentWeapon == Weapons.Laser)
{
weapons[2].SetActive(true);
//laser function
}
else if (currentWeapon == Weapons.Bomb)
{
weapons[3].SetActive(true);
//bomb function
}
else if (currentWeapon == Weapons.Bagpipe)
{
weapons[4].SetActive(true);
//Bagpipe function
}
}
public IEnumerator FireMinigun()
{
yield return new WaitForSeconds(1);
//invoke repeating
yield return new WaitForSeconds(1);
weapons[0].SetActive(false);
currentWeapon = Weapons.Empty;
}
public IEnumerator RandomWeapon()
{
weaponSelect = Random.Range(0, 14);
for (int i = 0; i < weaponSelect; i++)
{
selectedWeaponImage = weaponsImages[i];
yield return new WaitForSeconds((0.1f * i));
}
selectedWeapon = (weaponSelect / 3) + 1;
if ((int) Weapons.Minigun == selectedWeapon)
{
currentWeapon = Weapons.Minigun;
}
else if ((int)Weapons.Rocket == selectedWeapon)
{
currentWeapon = Weapons.Rocket;
}
else if ((int)Weapons.Laser == selectedWeapon)
{
currentWeapon = Weapons.Laser;
}
else if ((int)Weapons.Bomb == selectedWeapon)
{
currentWeapon = Weapons.Bomb;
}
else if ((int)Weapons.Bagpipe == selectedWeapon)
{
currentWeapon = Weapons.Bagpipe;
}
}
}
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