public static void AddSlot(Weapons.Guns gun, int slot, int slotlength) { Slots.Add(new Slot() { Gun = gun, GunSlot = slot, SlotLength = slotlength }); }
public static void EquipGun(Weapons.Guns gun) { if (gun == Guns.Pistol) { Weapons.Gun = Weapons.Guns.Pistol; Weapons.Inventory.AddSlot(Weapons.Guns.Pistol, Weapons.Inventory.SlotsTaken, Weapons.Inventory.Pistol); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.Pistol; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.Pistol; } if (gun == Guns.AutoPistol) { Weapons.Gun = Weapons.Guns.AutoPistol; Weapons.Inventory.AddSlot(Weapons.Guns.AutoPistol, Weapons.Inventory.SlotsTaken, Weapons.Inventory.AutoPistol); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.AutoPistol; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.AutoPistol; } if (gun == Guns.SMG) { Weapons.Gun = Weapons.Guns.SMG; Weapons.Inventory.AddSlot(Weapons.Guns.SMG, Weapons.Inventory.SlotsTaken, Weapons.Inventory.SMG); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.SMG; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.SMG; } if (gun == Guns.Rifle) { Weapons.Gun = Weapons.Guns.Rifle; Weapons.Inventory.AddSlot(Weapons.Guns.Rifle, Weapons.Inventory.SlotsTaken, Weapons.Inventory.Rifle); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.Rifle; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.Rifle; } if (gun == Guns.Sniper) { Weapons.Gun = Weapons.Guns.Sniper; Weapons.Inventory.AddSlot(Weapons.Guns.Sniper, Weapons.Inventory.SlotsTaken, Weapons.Inventory.Sniper); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.Sniper; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.Sniper; } if (gun == Guns.Launcher) { Weapons.Gun = Weapons.Guns.Launcher; Weapons.Inventory.AddSlot(Weapons.Guns.Launcher, Weapons.Inventory.SlotsTaken, Weapons.Inventory.Launcher); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.Launcher; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.Launcher; } if (gun == Guns.MiniGun) { Weapons.Gun = Weapons.Guns.MiniGun; Weapons.Inventory.AddSlot(Weapons.Guns.MiniGun, Weapons.Inventory.SlotsTaken, Weapons.Inventory.MiniGun); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.MiniGun; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.MiniGun; } if (gun == Guns.LaserGun) { Weapons.Gun = Weapons.Guns.LaserGun; Weapons.Inventory.AddSlot(Weapons.Guns.LaserGun, Weapons.Inventory.SlotsTaken, Weapons.Inventory.LaserCannon); Weapons.Inventory.SlotsHighlightedLength = Weapons.Inventory.LaserCannon; Weapons.Inventory.SlotsHighlighted = 0; Weapons.Inventory.SlotsTaken += Weapons.Inventory.LaserCannon; } }