void Update() { ProcessMovement(); SwitchWeapon(); ReleaseDroneBot(); caseSwitch = gun.currentWeapon; switch (caseSwitch) { case Gun.WeaponType.MG: gun.hasOpenedMGFire = Shooting(); break; case Gun.WeaponType.MSL: LaunchMissile(); break; case Gun.WeaponType.NB: ReleaseNanoBots(); break; default: gun.hasOpenedMGFire = false; break; } if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene(2); } }
private void UpdateCanvas() { canvas[0].SetActive(true); canvas[1].SetActive(false); canvas[0].GetComponent <InGameCanvas>().MG_reloadTime = gun.MG_WeaponStats.reloadTime; canvas[0].GetComponent <InGameCanvas>().MSL_reloadTime = gun.MSL_WeaponStats.reloadTime; canvas[0].GetComponent <InGameCanvas>().NB_reloadTime = gun.NB_WeaponStats.reloadTime; caseSwitch = gun.currentWeapon; switch (caseSwitch) { case Gun.WeaponType.MG: canvas[0].GetComponent <InGameCanvas>().selectedWeapon = 0; break; case Gun.WeaponType.MSL: canvas[0].GetComponent <InGameCanvas>().selectedWeapon = 1; break; case Gun.WeaponType.NB: canvas[0].GetComponent <InGameCanvas>().selectedWeapon = 2; break; } }