// ------------------------------------------------------------------ public void PickNew() { GameObject pObj = UITool.pthis.CreateUI(ObjHire[ObjHire.Count - 1], "Prefab/S_Weapon"); pObj.transform.localPosition = new Vector2(0, -73); S_Weapon pScript = pObj.GetComponent <S_Weapon>(); if (pScript) { pScript.SetLbActive(false); pScript.pS_Bg.gameObject.transform.localPosition = new Vector2(0, 30); pScript.pLb_Src.gameObject.transform.localPosition = new Vector2(0, 30); } }
public void SetWeaponEquip(S_Weapon weapon) { weaponEquipped = weapon; //set other weapons inactive if (otherWeapons != null) { foreach (object obj in otherWeapons.transform) { Transform child = (Transform)obj; child.gameObject.SetActive(false); } } //set selected weapons active switch (weaponEquipped) { case S_Weapon.DAGGER: Weapon = transform.Find("Weapon/Dagger").gameObject; attackStyle = AttackStyle.Slash; attackPlaceHolder = Slash; break; case S_Weapon.RAPIER: Weapon = transform.Find("Weapon/Rapier").gameObject; attackStyle = AttackStyle.Slash; attackPlaceHolder = Slash; break; case S_Weapon.SPEAR: Weapon = transform.Find("Weapon/Spear").gameObject; attackStyle = AttackStyle.Thrust; attackPlaceHolder = Thrust; break; case S_Weapon.LONGSPEAR: Weapon = transform.Find("Weapon/LongSpear").gameObject; attackStyle = AttackStyle.Thrust; attackPlaceHolder = Thrust; break; case S_Weapon.LONGSWORD: Weapon = transform.Find("Weapon/LongSword").gameObject; attackStyle = AttackStyle.Slash; attackPlaceHolder = Slash; break; case S_Weapon.ARROW: Weapon = transform.Find("Weapon/Arrow").gameObject; attackStyle = AttackStyle.Bow; attackPlaceHolder = Slash; break; case S_Weapon.BOW: Weapon = transform.Find("Weapon/Bow").gameObject; attackStyle = AttackStyle.Bow; attackPlaceHolder = Slash; break; } Weapon.SetActive(true); WeaponAnim = Weapon.GetComponent <Animator>(); WeaponAnim.SetBool(attackStyle.ToString(), attackPlaceHolder); }