public void UI_OpenSelectMenu(int typeID) { SelectMenuType type = (SelectMenuType)Mathf.Clamp(typeID, 0, 4); GunInfo.GunType gunType = (GunInfo.GunType)Mathf.Clamp(typeID, 0, 3); currentSelectMenu = type; if (type == SelectMenuType.Primary) { currentSelected = primary; } else if (type == SelectMenuType.Secondary) { currentSelected = secondary; } else if (type == SelectMenuType.Melee) { currentSelected = melee; } else if (type == SelectMenuType.Item1) { currentSelected = item1; } else { currentSelected = item2; } for (int i = 0; i < items.Length; i++) { ClassItem classItem = items[i]; classItem.gameObject.SetActive(classItem.info.type == gunType); } scrollRect.verticalNormalizedPosition = 1f; UpdateItems(); main.SetActive(false); selectMenu.SetActive(true); }
void Start() { UpdateItems(); OnInitializeGamemode(); GunInfo[] allGuns = GameController.GetAllGuns(); items = new ClassItem[allGuns.Length]; for (int i = 0; i < allGuns.Length; i++) { GunInfo gun = allGuns[i]; GameObject go = Instantiate(classItemPrefab) as GameObject; go.transform.SetParent(classItemParent); go.transform.localScale = Vector3.one; ClassItem classItem = go.GetComponent <ClassItem>(); classItem.Refresh(gun); classItem.classCreation = this; items[i] = classItem; } }