This script replaces RFPS's weapon pickup script. More...
Public Member Functions | |
void | PickUpItem () |
Public Attributes | |
bool | allowMultiple = true |
If true, the player can add copies of this weapon to inventory. More... | |
AudioClip | pickupSound |
The sound to play when picking up the weapon. More... | |
AudioClip | fullSound |
The sound to play when ammo is full. More... | |
bool | moveToSkillbarOnPickup = false |
Move immediately to the skillbar on pickup. More... | |
Texture2D | weaponPickupReticle |
The weapon pickup reticle texture. More... | |
int | weaponNumber = 0 |
The weapon number, which is the index in PlayerWeapons.weaponOrder. More... | |
This script replaces RFPS's weapon pickup script.
It also updates S-Inventory. The player can pick up multiple copies of a weapon if Allow Multiple is ticked. Unlike the RFPS WeaponPickup script, this script does not add ammo if the player already has the weapon.
void PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.PickUpItem | ( | ) |
bool PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.allowMultiple = true |
If true, the player can add copies of this weapon to inventory.
AudioClip PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.fullSound |
The sound to play when ammo is full.
bool PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.moveToSkillbarOnPickup = false |
Move immediately to the skillbar on pickup.
AudioClip PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.pickupSound |
The sound to play when picking up the weapon.
int PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.weaponNumber = 0 |
The weapon number, which is the index in PlayerWeapons.weaponOrder.
Texture2D PixelCrushers.DialogueSystem.SInventory.SInventoryWeaponPickup.weaponPickupReticle |
The weapon pickup reticle texture.