protected void Start() { weaponSlots = new Weapon_Stats[totalWeapons]; assaultRifleScript = AssaultRifle.GetComponent <ARV80_Rifle>(); sniperRifleScript = SniperRifle.GetComponent <S107_SniperRifle>(); // Populate list of weapons for (int i = 0; i < totalWeapons; ++i) { weaponSlots[i] = null; } weaponSlots[0] = assaultRifleScript; availWeapons = 1; // Set initial weapon currentWeaponScript = weaponSlots[0]; currentWeaponScript.enabled = true; }
protected void Start() { weaponSlots = new Weapon_Stats[totalWeapons]; assaultRifleScript = AssaultRifle.GetComponent<ARV80_Rifle>(); sniperRifleScript = SniperRifle.GetComponent<S107_SniperRifle>(); // Populate list of weapons for (int i=0; i<totalWeapons; ++i) { weaponSlots[i] = null; } weaponSlots[0] = assaultRifleScript; availWeapons = 1; // Set initial weapon currentWeaponScript = weaponSlots[0]; currentWeaponScript.enabled = true; }