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Ammo.cs
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Ammo.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//This script keeps track of the ammo for the weapons
//it also changes the GUI whenever ammo is used
//and has getters and setters for when ammoboxes are used
public class Ammo : MonoBehaviour {
[SerializeField] private GameObject weapon1pictext;
[SerializeField] private GameObject weapon2pictext;
int sammo = 9;
int lammo = 20;
bool alive;
// Use this for initialization
void Start () {
weapon1pictext.GetComponent<UnityEngine.UI.Text> ().text = sammo.ToString();
weapon2pictext.GetComponent<UnityEngine.UI.Text> ().text = lammo.ToString();
alive = true;
}
// Update is called once per frame
void Update () {
WeaponPickup wp = FindObjectOfType<WeaponPickup> ();
if(wp != null){
alive = wp.GetAlive ();
}
if (alive) {
if (Input.GetMouseButtonDown (0)) {
if (weapon1pictext.activeInHierarchy && sammo > 0) {
sammo--;
weapon1pictext.GetComponent<UnityEngine.UI.Text> ().text = sammo.ToString();
} else if(weapon2pictext.activeInHierarchy && lammo > 0) {
lammo--;
weapon2pictext.GetComponent<UnityEngine.UI.Text> ().text = lammo.ToString();
}
}
}
}
public int getSammo(){
return sammo;
}
public int getLammo(){
return lammo;
}
public void setSammo(int ammo){
sammo = ammo;
weapon1pictext.GetComponent<UnityEngine.UI.Text> ().text = sammo.ToString();
}
public void setLammo(int ammo){
lammo = ammo;
weapon2pictext.GetComponent<UnityEngine.UI.Text> ().text = lammo.ToString();
}
}