//sets currentEquip to passed in equipment type //called by oncollision method of weapon pickup after it grabs the equipment handler component of collided player if it collides with a player public void ChangeEquip(ProjType p) { //TODO: implement weapon change PlayerWeapon locWeapon=null; //just for assignment reasons if (p.Equals(ProjType.straight)) { locWeapon = Straight; } else if (p.Equals(ProjType.bounce)) { locWeapon = Bounce; } else if (p.Equals(ProjType.curve)) { locWeapon = Curve; } else if (p.Equals(ProjType.missile)) { locWeapon = Missle; } else if (p.Equals(ProjType.chain)) { locWeapon = Straight; } else if (p.Equals(ProjType.columbus)) { locWeapon = Columbus; } else if (p.Equals(ProjType.spread)) { locWeapon = Spread; } else if (p.Equals(ProjType.boomerang)) { locWeapon = Straight; } equippedWeapon = locWeapon; weaponObject = locWeapon.WeaponPrefab; curryAmmo = locWeapon.ammo; Utilities.SendToListeners(new Message(gameObject, OmonoPehaviour.ms_EQUIPCHANGE)); }