void Awake() { anim = GetComponent <Animator>(); quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); playerStats = GetComponentInParent <PlayerStats>(); inputHandler = GetComponentInParent <InputHandler>(); WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); foreach (WeaponHolderSlot slot in weaponHolderSlots) { switch (slot.slotType) { case WeaponHolderSlot.SlotTypes.leftHand: leftHandSlot = slot; break; case WeaponHolderSlot.SlotTypes.rightHand: rightHandSlot = slot; break; case WeaponHolderSlot.SlotTypes.carryOnBack: carryOnBackSlot = slot; break; default: throw new System.NotImplementedException(); } } }
private void Awake() { playerStats = GetComponentInParent <PlayerStats>(); playerInventory = GetComponentInParent <PlayerInventory>(); animator = GetComponent <Animator>(); quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); //array for weapon slots foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots) //bucle que determina que arma va en la L o en la R { if (weaponSlot.isLeftHandSlot) //si el arma es de L { leftHandSlot = weaponSlot; //guardar en la var L } else if (weaponSlot.isRightHandSlot) //si el arma es de R { rightHandSlot = weaponSlot; //guardar en la var R } } }