public void ResetPlayerScreen() { DebugLogScript debugLog = GetComponentInChildren <DebugLogScript>(); TimeDisplayScript timeDisplay = GetComponentInChildren <TimeDisplayScript>(); WeaponDisplayScript weaponDisplay = GetComponentInChildren <WeaponDisplayScript>(); if (debugLog != null) { debugLog.ClearLog(); } if (debugLog != null) { timeDisplay.ResetTime(); } if (debugLog != null) { weaponDisplay.DisplayWeapon(""); } }
void ActivateWeapon(int weaponIndex) { for (int i = 0; i < weaponsList.Length; i++) { if (i == weaponIndex) { GameObject weapon = weaponsList[weaponIndex]; weapon.SetActive(true); string weaponName = weapon.transform.name; weaponDisplay.DisplayWeapon(weaponName); if (announcementCoroutine != null) { StopCoroutine(announcementCoroutine); } StartCoroutine(announcement.Announce(weaponName)); } else if (weaponsList[i] != null) // ignore destroyed or one-time-use weapons { weaponsList[i].SetActive(false); } } }