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- #pragma strict
- var Ammo : int = 7;
- var AssaultRifle = false;
- var Revolver = false;
- var GunScriptAssaultRifle : GameObject;
- var GunScriptRevolver : GameObject;
- var AmmoText : GameObject;
- var GunText : GameObject;
- function Start () {
- Revolver = true;
- if(AssaultRifle) {
- Ammo = 50;
- }
- if(Revolver) {
- Ammo = 7;
- }
- }
- function Update () {
- AmmoText.guiText.text = Ammo.ToString();
- if(Ammo <= 0)
- Ammo = 0;
- if(AssaultRifle) {
- GunText.guiText.text = "Assault Rifle";
- }
- if(Revolver) {
- GunText.guiText.text = "Revolver";
- }
- }
- function BulletSystem () {
- if(AssaultRifle) {
- Ammo -= 1;
- }
- if(Revolver) {
- Ammo -= 1;
- }
- if (Ammo == 0 && (AssaultRifle)) {
- audio.Play();
- GunScriptAssaultRifle.gameObject.SetActive(false);
- yield WaitForSeconds(2);
- GunScriptAssaultRifle.gameObject.SetActive(true);
- Ammo = 50;
- }
- if (Ammo == 0 && (Revolver)) {
- audio.Play();
- GunScriptRevolver.gameObject.SetActive(false);
- yield WaitForSeconds(2);
- GunScriptRevolver.gameObject.SetActive(true);
- Ammo = 7;
- }
- if (Ammo <= 50 && AssaultRifle && Input.GetKeyDown(KeyCode.R)) {
- audio.Play();
- GunScriptAssaultRifle.gameObject.SetActive(false);
- yield WaitForSeconds(2);
- GunScriptAssaultRifle.gameObject.SetActive(true);
- Ammo = 50;
- }
- if (Ammo <= 7 && Revolver && Input.GetKeyDown(KeyCode.R))) {
- audio.Play();
- GunScriptAssaultRifle.gameObject.SetActive(false);
- yield WaitForSeconds(2);
- GunScriptAssaultRifle.gameObject.SetActive(true);
- Ammo = 7;
- }
- }
- function AssaultRifleYes () {
- AssaultRifle = true;
- Revolver = false;
- Ammo = 50;
- }
- function RevolverYes () {
- Ammo = 7;
- Revolver = true;
- AssaultRifle = false;
- }
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