/// <summary> /// /// </summary> public void ActivateWeapon(int index) { m_CurrentWeaponIndex = index; m_CurrentWeapon = null; if (m_CurrentWeaponIndex > 0) { m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1]; if (m_CurrentWeapon != null) { m_CurrentWeapon.ActivateGameObject(true); } } }
/// <summary> /// /// </summary> public void ActivateWeapon(int index) { m_CurrentWeaponIndex = index; m_CurrentWeapon = null; if (m_CurrentWeaponIndex > 0) { m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1]; if (m_CurrentWeapon != null) { m_CurrentWeapon.ActivateGameObject(true); } } if (m_CurrentWeapon != null) { m_CurrentShooter = CurrentWeapon.GetComponent <vp_Shooter>(); } }
/// <summary> /// /// </summary> public void ActivateWeapon(int index) { m_CurrentWeaponIndex = index; m_CurrentWeapon = null; if (m_CurrentWeaponIndex > 0) { m_CurrentWeapon = Weapons[m_CurrentWeaponIndex - 1]; if (m_CurrentWeapon != null) m_CurrentWeapon.ActivateGameObject(true); } }