// Use this for initialization void Start() { if (displayManager == null) { displayManager = ObjectManager.Instance.weaponDisplayManager; } primaryWeaponIndex = Globals.Instance.equippedPrimaryWeapon; secondaryWeaponIndex = Globals.Instance.equippedSecondaryWeapon; DebugLogger.Log("WeaponController::Start()"); weaponSlots = new Dictionary<WeaponLocation, WeaponSlot>(); WeaponSlot slot = new WeaponSlot(); slot.weaponLocation = WeaponLocation.Primary; slot.displayManager = displayManager; slot.weaponAnimator = primaryWeaponAnimator; slot.equippedWeaponIndex = primaryWeaponIndex; slot.cycledWeaponIndex = primaryWeaponIndex; slot.weaponSelectionDelay = weaponSelectionDelay; slot.weaponList = primaryWeapons; slot.equipSound = equipSound; slot.unequipSound = unequipSound; slot.weaponCycleSound = weaponCycleSound; slot.weaponSelectSound = weaponSelectSound; slot.Initialize(); weaponSlots.Add(WeaponLocation.Primary, slot); slot = new WeaponSlot(); slot.weaponLocation = WeaponLocation.Secondary; slot.displayManager = displayManager; slot.weaponAnimator = secondaryWeaponAnimator; slot.equippedWeaponIndex = secondaryWeaponIndex; slot.cycledWeaponIndex = secondaryWeaponIndex; slot.weaponSelectionDelay = weaponSelectionDelay; slot.weaponList = secondaryWeapons; slot.equipSound = equipSound; slot.unequipSound = unequipSound; slot.weaponCycleSound = weaponCycleSound; slot.weaponSelectSound = weaponSelectSound; slot.Initialize(); weaponSlots.Add(WeaponLocation.Secondary, slot); slot = new WeaponSlot(); slot.weaponLocation = WeaponLocation.Utility; slot.displayManager = displayManager; slot.weaponAnimator = null; slot.equippedWeaponIndex = utilityWeaponIndex; slot.cycledWeaponIndex = utilityWeaponIndex; slot.weaponSelectionDelay = weaponSelectionDelay; slot.weaponList = utilityWeapons; slot.equipSound = equipSound; slot.unequipSound = unequipSound; slot.weaponCycleSound = weaponCycleSound; slot.weaponSelectSound = weaponSelectSound; slot.Initialize(); weaponSlots.Add(WeaponLocation.Utility, slot); //EquipCurrentWeapon(WeaponLocation.Primary); //EquipCurrentWeapon(WeaponLocation.Secondary); //EquipCurrentWeapon(WeaponLocation.Utility); }