if you want a look at the code, you may just want to get the .blend as the #code tag seems to be murdering this script
add item to list]
import bge
def main():
cont = bge.logic.getCurrentController()
WeaponManager = cont.owner
sens = cont.sensors['Collision']
if sens.positive:
if sens.hitObject['AddItem'] not in WeaponManager['WeaponList']:
if WeaponManager['WeaponList']=="Empty":
WeaponManager['WeaponList']=[]
WeaponManager['WeaponList']+=[sens.hitObject['AddItem']]
WeaponManager['Display']=str(WeaponManager['WeaponList'])
sens.hitObject.endObject()
main()
index manager
import bge
def main():
cont = bge.logic.getCurrentController()
WeaponManager = cont.owner
CycleUp=cont.sensors['[']
CycleDown=cont.sensors[']']
length =0
if WeaponManager['WeaponList']!="Empty":
for item in WeaponManager['WeaponList']:
length+=1
print("the index is "+str(WeaponManager['Index']))
print("the length is "+str(length))
if CycleUp.positive and WeaponManager['SwitchTimer']==0:
if WeaponManager['Index'] + 1 < length:
WeaponManager['Index']+=1
WeaponManager['SwitchTimer']=30
else:
WeaponManager['Index']=0
WeaponManager['SwitchTimer']=30
if CycleDown.positive and WeaponManager['SwitchTimer']==0:
if WeaponManager['Index'] - 1 > -1:
WeaponManager['Index']-=1
WeaponManager['SwitchTimer']=30
else:
WeaponManager['Index']= length-1
WeaponManager['SwitchTimer']=30
main()
change weapon
import bge
def main():
cont = bge.logic.getCurrentController()
WeaponManager = cont.owner
lengthC=0
scene=bge.logic.getCurrentScene()
for item in WeaponManager.children:
lengthC+=1
if lengthC>0:
WeaponManager[WeaponManager.children[0]['AmmoType']]+=WeaponManager.children[0]['ClipSize']
WeaponManager.children[0].endObject()
Added= scene.addObject(WeaponManager['WeaponList'][WeaponManager['Index']],WeaponManager,0)
Added.setParent(WeaponManager,0,0)
Added.applyMovement((0,2,0),1)
if WeaponManager[Added['AmmoType']]>=Added['ClipSize']:
Added['Clip']=Added['ClipSize']
WeaponManager[Added['AmmoType']]-=Added['ClipSize']
else:
Added['Clip']=WeaponManager[Added['AmmoType']]
WeaponManager[Added['AmmoType']]=0
main()
Attachments
WeaponMangerSimplifiedWAnim2.blend (581 KB)