// Update is called once per frame void Update() { if (playerManagerScript.ShowCurrentPlayerState() == Player_Manager.PlayerStatus.Weapon) { currentWeapon.SetActive(true); Club_Driver.SetActive(false); Club_Iron.SetActive(false); Club_Putter.SetActive(false); foreach (GameObject unusedWeapon in UnusedWeapons) { unusedWeapon.SetActive(false); } if (Input.GetKeyDown("joystick button 5")) { Fire(); } } if (playerManagerScript.ShowCurrentPlayerState() == Player_Manager.PlayerStatus.Vanilla) { currentClub.SetActive(true); Weapon_Driver.SetActive(false); Weapon_Iron.SetActive(false); Weapon_Putter.SetActive(false); foreach (GameObject unusedClub in UnusedClubs) { unusedClub.SetActive(false); } } //Driver if (Input.GetKeyDown("joystick button 2")) { currentClub = Club_Driver; currentWeapon = Weapon_Driver; UnusedClubs.Clear(); UnusedClubs.Add(Club_Iron); UnusedClubs.Add(Club_Putter); UnusedWeapons.Clear(); UnusedWeapons.Add(Weapon_Iron); UnusedWeapons.Add(Weapon_Putter); currentBulletState = BulletStates.DriverBullet; playerManagerScript.CurrentClubIsDriver(); } //Iron if (Input.GetKeyDown("joystick button 3")) { currentClub = Club_Iron; currentWeapon = Weapon_Iron; UnusedClubs.Clear(); UnusedClubs.Add(Club_Driver); UnusedClubs.Add(Club_Putter); UnusedWeapons.Clear(); UnusedWeapons.Add(Weapon_Driver); UnusedWeapons.Add(Weapon_Putter); currentBulletState = BulletStates.IronBullet; playerManagerScript.CurrentClubIsIron(); } //Putter if (Input.GetKeyDown("joystick button 1")) { currentClub = Club_Putter; currentWeapon = Weapon_Putter; UnusedClubs.Clear(); UnusedClubs.Add(Club_Driver); UnusedClubs.Add(Club_Iron); UnusedWeapons.Clear(); UnusedWeapons.Add(Weapon_Driver); UnusedWeapons.Add(Weapon_Iron); currentBulletState = BulletStates.PutterBullet; playerManagerScript.CurrentClubIsPutter(); } }