private void HandleWeaponSelections() { if (Input.GetKeyDown(KeyCode.Alpha1)) { m_CurrentGunSelection = GunSelection.MACHINEGUN; UpdateFireRate(); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { m_CurrentGunSelection = GunSelection.ROCKET; UpdateFireRate(); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { m_CurrentGunSelection = GunSelection.MISSILE; UpdateFireRate(); } }
//############################################################################################## // If any of the inputs are pressed, enable that gun and disable the previous //############################################################################################## void Update() { for (int i = 0, count = selections.Length; i < count; ++i) { GunSelection gunSelection = selections[i]; if (Input.GetKeyDown(gunSelection.selectionKey) && i != previouslySelectedIndex) { // Disable the previous gun if (previouslySelectedIndex != INVALID_SELECTION) { selections[previouslySelectedIndex].gun.enabled = false; } // Enable the current gun gunSelection.gun.enabled = true; previouslySelectedIndex = i; return; } } }