private void Awake() { GameObject inventary = new GameObject("Invetary"); bows = new List <Transform>(10); for (int cont = 0; cont < 10; cont++) { bows.Add(Instantiate(bowPrefab.transform, inventary.transform)); bows[cont].gameObject.SetActive(false); ProjectileController p = bows[cont].GetComponent <ProjectileController>(); p.instance(damageBow, speed, destroySeconds, layerEnemie); } enumBows = bows.GetEnumerator(); currentWeapom = TypeWeapom.Sword; playerScript = GetComponent <PlayerController>(); }
private void NextWeapom() { switch (currentWeapom) { case TypeWeapom.Bow: currentWeapom = TypeWeapom.Sword; break; case TypeWeapom.Sword: currentWeapom = TypeWeapom.Magic; break; case TypeWeapom.Magic: currentWeapom = TypeWeapom.Bow; break; } }