public void UpdateGadget(EquipableGadget _gadget) { m_currentGadget = _gadget.PF; if (m_currentGadget == null) { print("No gadget equiped!"); } }
private IEnumerator Start() { yield return(new WaitForEndOfFrame()); foreach (EquipableGadget _gadget in m_gadgets) { _gadget?.gameObject.SetActive(false); } m_equipedWeapon = m_gadgets[m_gadgetIndex]; m_equipedWeapon.gameObject.SetActive(true); onGadgetChanged.Invoke(m_gadgets[m_gadgetIndex]); }
public void SwitchWeapon() { m_gadgetIndex += m_inputValue; m_gadgetIndex %= m_gadgets.Count; if (m_gadgetIndex < 0) { m_gadgetIndex = m_gadgets.Count - 1; } m_equipedWeapon.gameObject.SetActive(false); m_equipedWeapon = m_gadgets[m_gadgetIndex]; m_equipedWeapon.gameObject.SetActive(true); onGadgetChanged.Invoke(m_gadgets[m_gadgetIndex]); }
public void AddWeapon(EquipableGadget _gadget) { m_gadgets.Add(_gadget); }