private void Start() { loadoutLoader = LoadoutSwitcharoo.Instance; UnitWeaponLoadout curSelectedUnit = loadoutLoader.GetTeam1UnitLoadouts[loadoutLoader.GetUnit]; WeaponBase hoveredWeapon = curSelectedUnit.availableWeapons[int.Parse("" + transform.name[5])]; //if (GameConfig.Instance.IsSandbox) //{ //} //else //{ //} //Debug.Log("" + transform.name[5]); //Debug.Log(int.Parse("" + transform.name[5])); //Debug.Log(loadoutLoader.GetTeam1UnitLoadouts[loadoutLoader.GetUnit]); //Debug.Log(loadoutLoader.GetTeam1UnitLoadouts[loadoutLoader.GetUnit].unlockedWeapons[int.Parse("" + transform.name[5])]); curText = "Name: " + hoveredWeapon.name + "\nMax ammo before rearm: " + (hoveredWeapon.maxAmmo > 50000 ? Mathf.Infinity : hoveredWeapon.maxAmmo == 0 ? Mathf.Infinity : hoveredWeapon.maxAmmo) + "\nRearmament time: " + hoveredWeapon.reloadTime + "\nDamage per projectile: " + hoveredWeapon.damage + "\nWeapon type: " + FormatString("" + hoveredWeapon.typeOfWeapon) + "\nExtra desc: " + hoveredWeapon.GetComponent <WeaponAdditionalInfo>().desc; imgObj.color = new Color(imgObj.color.r, imgObj.color.g, imgObj.color.b, 0f); textObj.color = new Color(textObj.color.r, textObj.color.g, textObj.color.b, 0f); }
private void LoadUnitWeapons(Transform unitClone, string unitName) // CALLED WHEN SPAWNING UNITS { UnitWeaponLoadout[] weaponLoadouts = null; UnitWeaponLoadout curLoadout = null; int curUnit; if (currentUnit.teamLayer == 9) { weaponLoadouts = LoadoutSwitcharoo.Instance.GetTeam2UnitLoadouts; } else if (currentUnit.teamLayer == 10) { weaponLoadouts = LoadoutSwitcharoo.Instance.GetTeam1UnitLoadouts; } foreach (UnitWeaponLoadout loadout in weaponLoadouts) { string str1 = loadout.name.ToLower().Replace(" ", string.Empty); string str2 = unitName.ToLower().Replace(" ", string.Empty); if (str1 == str2) { curLoadout = loadout; //Debug.Log(str1 + " == " + str2); break; } } UnitBase unit = unitClone.GetComponent <UnitBase>(); curUnit = LoadoutSwitcharoo.Instance.GetUnit; for (int i = 0; i < unit.weapons.Length; i++) { if (curLoadout) { WeaponBase weaponClone = Instantiate(curLoadout.weapons[i]); // here weaponClone.transform.parent = unitClone; weaponClone.transform.localPosition = Vector3.zero; unit.weapons[i] = weaponClone; unit.weapons[i].owner = unitClone; } else { Debug.Log(curLoadout + " | " + currentUnit.unitPrefab); Debug.Log("Error.."); Debug.Break(); return; } } unit.InitializeWeapons(); }