public void ChangeGun(GunProperty.GUN_KIND kind) { if (!propertieList[kind].IsActivated) { return; } CurProperty = propertieList[kind]; }
public void RegistGun() { for (int i = 0; i < properties.Length; i++) { GunProperty t_Prefab = Instantiate(properties[i]); t_Prefab.CurrentFireRate = 0; t_Prefab.CurMaxShootBulletCount = properties[i].MaxShootBulletCount[0]; t_Prefab.ShootType = GunProperty.SHOOT_TYPE.SINGLE; t_Prefab.ApplyAccuary = properties[i].IdleAccuary; t_Prefab.IsActivated = true; propertieList.Add(properties[i].Kind, t_Prefab); } CurProperty = propertieList[GunProperty.GUN_KIND.NORMAL]; CurProperty.IsActivated = true; }