public void Unequip(EquippableGun gun) { if (!inventory.IsFull() && HotBar.RemoveGun(gun)) { inventory.AddGun(gun); } }
public void Equip(EquippableGun gun) { if (inventory.RemoveGun(gun)) { EquippableGun previousGun; if (HotBar.AddGun(gun, out previousGun)) { switch (gun.gunName) { case "singleMG": GlobalsManager.Instance.mg1Equipped = true; break; case "doubleMG": GlobalsManager.Instance.mg1Equipped = true; GlobalsManager.Instance.mg2Equipped = true; break; case "shotGun": GlobalsManager.Instance.shotgunEquipped = true; break; case "cannon": GlobalsManager.Instance.cannonEquipped = true; break; case "cloak": GlobalsManager.Instance.cloakEquipped = true; break; case "tractorBeam": GlobalsManager.Instance.tractorbeamEquipped = true; break; case "singleShield": GlobalsManager.Instance.leftshieldEquipped = true; break; case "doubleShield": GlobalsManager.Instance.rightshieldEquipped = true; break; } if (previousGun != null) { inventory.AddGun(previousGun); } } else { inventory.AddGun(gun); } } }
public bool RemoveGun(EquippableGun gun) { for (int i = 0; i < equipmentSlots.Length; i++) { if (equipmentSlots[i].Gun == gun) { equipmentSlots[i].Gun = null; return(true); } } return(false); }
public bool AddGun(EquippableGun gun, out EquippableGun previousGun) { for (int i = 0; i < equipmentSlots.Length; i++) { if (!equipmentSlots[i].Gun == gun) { previousGun = (EquippableGun)equipmentSlots[i].Gun; equipmentSlots[i].Gun = gun; return(true); } } previousGun = null; return(false); }