// function to be called when a weapon is picked up public void AddWeaponToInventory(Weapon weapon) { CurrentInventory.Add(weapon); SubscribeWeaponToEvents(weapon); AlignWeaponTransform(weapon); selectedWeaponIndex = CurrentInventory.Count - 1; SetSelectedWeapon(); WeaponAddedEvent?.Invoke(); }
private void TechWeapon_WeaponAdded(WeaponAddedEvent obj) { if (Input.GetKey(KeyCode.CapsLock)) { if (Input.GetKey(KeyCode.Alpha1)) { this.m_Groups[1].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha2)) { this.m_Groups[2].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha3)) { this.m_Groups[3].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha4)) { this.m_Groups[4].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha5)) { this.m_Groups[5].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha6)) { this.m_Groups[6].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha7)) { this.m_Groups[7].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha8)) { this.m_Groups[8].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha9)) { this.m_Groups[9].Add(obj.WeaponComponent); } if (Input.GetKey(KeyCode.Alpha0)) { this.m_Groups[0].Add(obj.WeaponComponent); } } }