public virtual void DisableCurrentWeapon()
    {
        if (weaponScripts.Count == 0)
        {
            return;
        }
        TEMPWeapon = (BaseWeaponScript)weaponScripts[selectedWeaponSlot];

        TEMPWeapon.Disable();
        TEMPgameObject = (GameObject)weaponSlots[selectedWeaponSlot];
        TEMPgameObject.SetActive(false);
    }
Exemple #2
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    public virtual void DisableCurrentWeapon()
    {
        if (weaponScripts.Count == 0)
        {
            return;
        }

        // grab reference to currently selected weapon script
        TEMPWeapon = (BaseWeaponScript)weaponScripts [selectedWeaponSlot];

        // now tell the script to disable itself
        TEMPWeapon.Disable();

        // grab reference to the weapon's gameObject and disable that, too
        TEMPgameObject = (GameObject)weaponSlots [selectedWeaponSlot];
        TEMPgameObject.SetActive(false);
    }
    public virtual void DisableCurrentWeapon()
    {
        if (_weaponsScript.Count == 0)
        {
            return;
        }

        // Grab reference to currently selected weapon script
        _tmpWeapon = (BaseWeaponScript)_weaponsScript[SelectedWeaponSlot];

        // now tell the script to disable itself
        _tmpWeapon.Disable();

        // Grab reference to the weapon's gameObject and disable the, too

        _tmpGameObject = (GameObject)_weaponsSlots[SelectedWeaponSlot];

        _tmpGameObject.SetActive(false);
    }