public void ActivateModifierSelection() { ArtifactUpgradePair[] upgrades = new ArtifactUpgradePair[3]; for (int i = 0; i < 3; ++i) { upgrades[i] = ArtifactUpgradePair.CreateRandomPair(); _modifiers[i].PopulateWithUpgradePair(upgrades[i]); } for (int i = 0; i < Player.PlayerWeapons.Length; ++i) { _weapons[i].RelatedWeapon = Player.PlayerWeapons[i]; } }
private void Awake() { ArtifactUpgradePair[] upgrades = new ArtifactUpgradePair[3]; for (int i = 0; i < 3; ++i) { upgrades[i] = ArtifactUpgradePair.CreateRandomPair(); Debug.Log(upgrades[i].Description); } int upgradeNum = Random.Range(0, 3); int upgradeSlot = Random.Range(0, 2); Player.PlayerWeapons[upgradeSlot].ApplyPair(upgrades[upgradeNum]); Debug.Log("Applied mod " + upgradeNum + " to weapon " + upgradeSlot); for (int i = 0; i < 3; ++i) { if (i != upgradeNum) { WeaponModifierContainer.Instance.ReturnUnlockedMod(upgrades[i].ModifierID); } //ModifiersCollection.ReturnModifierToPool(upgrades[i].WeaponModifier); continue; } }