test
testing
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//NSdesignGames @ 2012
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//FPS Kit | Version 2.0
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#pragma strict
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//@script ExecuteInEditMode
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var guiStyle : GUISkin;
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var display : boolean = true;
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private var bulletsLeft : int;
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private var clips : int;
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private var weaponscript : WeaponScript;
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private var weaponManager : WeaponManager;
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private var currentWeapon : WeaponScript;
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private var color : float;
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function Awake () {
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weaponManager = gameObject.FindWithTag("WeaponManager").GetComponent.<WeaponManager>();
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}
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function Update(){
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if(weaponManager.SelectedWeapon)
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weaponscript = weaponManager.SelectedWeapon.GetComponent.<WeaponScript>();
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if(!weaponscript)
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return;
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if(weaponscript.GunType == weaponscript.gunType.MACHINE_GUN){
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bulletsLeft = weaponscript.machineGun.bulletsLeft;
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clips = weaponscript.machineGun.clips;
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}
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if(weaponscript.GunType == weaponscript.gunType.SHOTGUN){
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bulletsLeft = weaponscript.ShotGun.bulletsLeft;
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clips = weaponscript.ShotGun.clips;
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}
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if(weaponscript.GunType == weaponscript.gunType.GRENADE_LAUNCHER){
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clips = weaponscript.grenadeLauncher.ammoCount;
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}
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if(currentWeapon != weaponManager.SelectedWeapon){
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color = Mathf.Lerp(color, 0.3, Time.deltaTime*20);
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if(color < 0.32){
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currentWeapon = weaponManager.SelectedWeapon;
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}
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}
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}
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function OnGUI (){
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if(!display)
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return;
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GUI.skin = guiStyle;
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GUI.color.a = 0.9;
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var rect : Rect = Rect (Screen.width - 110,Screen.height - 55,100,45);
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if(weaponscript){
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if(weaponscript.GunType != weaponscript.gunType.KNIFE){
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if(weaponscript.GunType == weaponscript.gunType.GRENADE_LAUNCHER){
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GUI.Box (rect, clips.ToString());
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}else{
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GUI.Box (rect, bulletsLeft + " | " + clips);
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}
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}else{
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GUI.Box (rect, "∞");
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}
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}
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//SHow weapon list (Smoothly fade In/Out)
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if(weaponManager){
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GUILayout.BeginArea (Rect (0,0,Screen.width,30));
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GUILayout.BeginHorizontal();
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for(var i : int = 0; i < weaponManager.allWeapons.Count; i++){
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if(weaponManager.allWeapons[i] == currentWeapon && currentWeapon == weaponManager.SelectedWeapon ){
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color = Mathf.Lerp(color, 0.9, Time.deltaTime*20);
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GUI.color.a= color;
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}else{
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GUI.color.a = 0.3;
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}
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GUILayout.Box( weaponManager.allWeapons[i].weaponName, GUILayout.Height(30));
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}
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GUILayout.EndHorizontal();
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GUILayout.EndArea();
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}
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}
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