public void EnableWeaponPart(ItemScript.WeaponPartEnemies weaponPartEnemy) { // this will enable the collected weapon part in our weapon struct switch (weaponPartEnemy) { case ItemScript.WeaponPartEnemies.BombMan: weaponsData[(int)WeaponTypes.HyperBomb].enabled = true; break; case ItemScript.WeaponPartEnemies.CutMan: weaponsData[(int)WeaponTypes.RollingCutter].enabled = true; break; case ItemScript.WeaponPartEnemies.ElecMan: weaponsData[(int)WeaponTypes.ThunderBeam].enabled = true; break; case ItemScript.WeaponPartEnemies.FireMan: weaponsData[(int)WeaponTypes.FireStorm].enabled = true; break; case ItemScript.WeaponPartEnemies.GutsMan: weaponsData[(int)WeaponTypes.SuperArm].enabled = true; break; case ItemScript.WeaponPartEnemies.IceMan: weaponsData[(int)WeaponTypes.IceSlasher].enabled = true; break; } }
public void ApplyWeaponPart(ItemScript.WeaponPartEnemies weaponPartEnemy) { // this will enable the collected weapon part in our weapon struct switch (weaponPartEnemy) { case ItemScript.WeaponPartEnemies.BombMan: playerWeaponStructs[(int)PlayerWeapons.BombMan].enabled = true; break; case ItemScript.WeaponPartEnemies.CutMan: playerWeaponStructs[(int)PlayerWeapons.CutMan].enabled = true; break; case ItemScript.WeaponPartEnemies.ElecMan: playerWeaponStructs[(int)PlayerWeapons.ElecMan].enabled = true; break; case ItemScript.WeaponPartEnemies.FireMan: playerWeaponStructs[(int)PlayerWeapons.FireMan].enabled = true; break; case ItemScript.WeaponPartEnemies.GutsMan: playerWeaponStructs[(int)PlayerWeapons.GutsMan].enabled = true; break; case ItemScript.WeaponPartEnemies.IceMan: playerWeaponStructs[(int)PlayerWeapons.IceMan].enabled = true; break; } }