private void GenerateVitalWeaponInfos() { _vitalWeaponInfos = new List <VitalWeaponInfo>(); for (int i = 0; i < _hwManager.Rooms.Length; i++) { VitalWeaponInfo info = Instantiate (_vitalWeaponInfoPrefab, _vitalWeaponInfoParent); _vitalWeaponInfos.Add(info); info.gameObject.SetActive(false); } }
public VitalWeaponInfo ActivateWeaponInfo(WeaponMouse weapon) { VitalWeaponInfo activatedInfo = null; foreach (VitalWeaponInfo info in _vitalWeaponInfos) { if (!info.gameObject.activeSelf) { info.SetWeapon(weapon); info.transform.SetSiblingIndex(0); info.gameObject.SetActive(true); activatedInfo = info; _activeVitalWeaponInfoCount++; break; } } if (activatedInfo == null) { Debug.LogError("No more available VitalWeaponInfos."); } return(activatedInfo); }