public void SetWeapon(WeaponMouse weapon) { Weapon = weapon; if (weapon != null) { UpdateHealth(Weapon.Health); UpdateWeaponIcon(); _roomText.text = Weapon.Room.name; UpdatePortraitColor(true); } }
public void DeactivateWeaponInfo(WeaponMouse weapon) { bool infoDeactivated = false; foreach (VitalWeaponInfo info in _vitalWeaponInfos) { if (info.gameObject.activeSelf && info.Weapon == weapon) { info.SetWeapon(null); info.gameObject.SetActive(false); infoDeactivated = true; _activeVitalWeaponInfoCount--; break; } } if (!infoDeactivated) { Debug.LogError ("No VitalWeaponInfo belonging to that weapon is active."); } }
public VitalWeaponInfo ActivateWeaponInfo(WeaponMouse weapon) { VitalWeaponInfo activatedInfo = null; foreach (VitalWeaponInfo info in _vitalWeaponInfos) { if (!info.gameObject.activeSelf) { info.SetWeapon(weapon); info.transform.SetSiblingIndex(0); info.gameObject.SetActive(true); activatedInfo = info; _activeVitalWeaponInfoCount++; break; } } if (activatedInfo == null) { Debug.LogError("No more available VitalWeaponInfos."); } return(activatedInfo); }