2. Завершен.
2.3 Выбор оружия из меню.
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28
Assets/Scripts/Weapons/DirectWeapon.cs
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28
Assets/Scripts/Weapons/DirectWeapon.cs
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@ -0,0 +1,28 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DirectWeapon : MonoBehaviour
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{
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[SerializeField] private List<PlayerAction> _weaponlist = new List<PlayerAction>();
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private AttackEnergyController _attackEnergiController;
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public void SetWeapon(int index)
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{
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//_index = index;
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StateWeapon._chosenWeapon = _weaponlist[index];
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if(index == 0)
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{
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StateWeapon._resetTime = 3f;
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StateWeapon._attackCost = 1f;
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}
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if(index == 1)
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{
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StateWeapon._resetTime = 2f;
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StateWeapon._attackCost = 0.5f;
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}
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}
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}
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12
Assets/Scripts/Weapons/DirectWeapon.cs.meta
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12
Assets/Scripts/Weapons/DirectWeapon.cs.meta
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38
Assets/Scripts/Weapons/MainWeapon.cs
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38
Assets/Scripts/Weapons/MainWeapon.cs
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@ -0,0 +1,38 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MainWeapon : MonoBehaviour
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{
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[SerializeField] private PlayerAction _weapon;
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private PlayerState _characterWeapon;
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private AttackEnergyController _attackEnergiController;
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private DirectWeapon _directWeapon;
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//private StateWeapon _stateWeapon;
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private float _attackResetTime;
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private float _attackCost;
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private void Awake()
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{
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_attackEnergiController = GetComponent<AttackEnergyController>();
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_weapon = StateWeapon._chosenWeapon;
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_characterWeapon = GetComponent<PlayerState>();
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_characterWeapon.defaultAction = _weapon;
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_attackResetTime = StateWeapon._resetTime;
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_attackCost = StateWeapon._attackCost;
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_attackEnergiController.attackResetTime = _attackResetTime;
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_attackEnergiController.attackCost = _attackCost;
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// _attackEnergiController.attackResetTime = 2f;
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// _attackEnergiController.attackCost = 0.5f;
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}
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}
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11
Assets/Scripts/Weapons/MainWeapon.cs.meta
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11
Assets/Scripts/Weapons/MainWeapon.cs.meta
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14
Assets/Scripts/Weapons/StateWeapon.cs
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14
Assets/Scripts/Weapons/StateWeapon.cs
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@ -0,0 +1,14 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class StateWeapon : MonoBehaviour
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{
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public static PlayerAction _chosenWeapon;
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public static float _resetTime;
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public static float _attackCost;
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//private void SetWeaponType()
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}
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11
Assets/Scripts/Weapons/StateWeapon.cs.meta
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11
Assets/Scripts/Weapons/StateWeapon.cs.meta
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@ -2,18 +2,23 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SwitchWeapon : MonoBehaviour
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{
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public enum TypeOfWeapon
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{
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Bolt,
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Laser,
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Random
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}
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public class SwitchWeapon : MonoBehaviour
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{
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// public enum TypeOfWeapon
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// {
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// Bolt,
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// Laser,
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// Random
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// }
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[SerializeField] private TypeOfWeapon _weaponType;
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[SerializeField] private List<PlayerAction> _weaponlist = new List<PlayerAction>();
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private PlayerState _playerState;
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private AttackEnergyController _attackEnergiController; // = new AttackEnergyController();
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@ -24,6 +29,7 @@ public class SwitchWeapon : MonoBehaviour
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_attackEnergiController = GetComponent<AttackEnergyController>();
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_playerState = GetComponent<PlayerState>();
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//_weapon = StateWeapon._chosenWeapon;
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ChangehWeapon(_weaponType);
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}
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@ -61,6 +67,11 @@ public class SwitchWeapon : MonoBehaviour
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_attackEnergiController.attackCost = 0.5f;
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}
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}
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public void Switcher(PlayerAction weaponScript)
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{
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}
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}
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11
Assets/Scripts/Weapons/WeaponDefalult.cs
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11
Assets/Scripts/Weapons/WeaponDefalult.cs
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@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WeaponDefalult : MonoBehaviour
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{
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[SerializeField] private PlayerAction _defaultWeapon;
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private PlayerState _playState;
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}
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11
Assets/Scripts/Weapons/WeaponDefalult.cs.meta
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Assets/Sprites/menu/Portrait/WeaponMenu.meta
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