public virtual void EnableCurrentWeapon() { if (weaponScripts.Count == 0) { return; } TEMPWeapon = (BaseWeaponScript)weaponScripts[selectedWeaponSlot]; TEMPWeapon.Enable(); TEMPgameObject = (GameObject)weaponSlots[selectedWeaponSlot]; TEMPgameObject.SetActive(true); }
public virtual void EnableCurrentWeapon() { if (weaponScripts.Count == 0) { return; } // grab reference to currently selected weapon TEMPWeapon = (BaseWeaponScript)weaponScripts [selectedWeaponSlot]; // now tell the script to enable itself TEMPWeapon.Enable(); TEMPgameObject = (GameObject)weaponSlots [selectedWeaponSlot]; TEMPgameObject.SetActive(true); }
public virtual void EnableCurrentWeapon() { if (_weaponsScript.Count == 0) { return; } // Grab refrence to currently selected weapon _tmpWeapon = (BaseWeaponScript)_weaponsScript[SelectedWeaponSlot]; // Now tell the script to enable itselft _tmpWeapon.Enable(); _tmpGameObject = (GameObject)_weaponsSlots[SelectedWeaponSlot]; _tmpGameObject.SetActive(false); }