private void OnSelectedWeaponChanged(object sender, OnSelectedWeaponChangedEventArgs e) { for (int i = 0; i < weaponsObtained.Length; i++) { if (weaponsObtained[i] != null) { if (i == e.SlotIndex) { weaponsObtained[i].SetActive(true); } else { weaponsObtained[i].SetActive(false); } } } }
private void OnSelectedWeaponChanged(object sender, OnSelectedWeaponChangedEventArgs e) { int slotIndex = e.SlotIndex; slotMarker.position = slots[slotIndex].position; }