using UnityEngine; using System.Collections; public class AmmoWeapon : Weapon { public int ammo; private int _ammoLeft; public override void Arm() { base.Arm(); _ammoLeft = ammo; NotificationCenter.Post(NotificationType.UpdateWeaponUpgradeAmmoLeft, _ammoLeft); } public override PoolObject Fire() { AVDebug.Assert(_ammoLeft > 0, "No ammo left in "+type+" but still trying to fire. Incosistent behaviour"); --_ammoLeft; NotificationCenter.Post(NotificationType.UpdateWeaponUpgradeAmmoLeft, _ammoLeft); return base.Fire(); } public override bool IsEmpty { get { return _ammoLeft <= 0; } } }