public WeaponItem Get(WeaponIndex w) { WeaponItem item = playerWeapons[w]; // check weapon's health, if it's out of bounds, clamp it item.Health = Mathf.Clamp(item.Health, 0, item.Durability); // normalize other values if (item.Health == 0 && !item.IsAmmo) { item.IsBought = false; selectedWeapons.Remove(w); } return(item); }
public bool IsSelected(WeaponIndex index) { WeaponItem item = playerWeapons[index]; return(selectedWeapons.Contains(index) && !(item.Health == 0 && !item.IsAmmo)); }