void SetVisualStat(int ThePriority) { if (isBaseStats) { return; } if (ThePriority != priority) { return; } myDropEffect = transform.root.gameObject.GetComponentInChildren <GunDropEffect>(); myDropEffect.damage += damage; myDropEffect.fireRate += fireRate; myDropEffect.damage = (int)(myDropEffect.damage * MULdamage); myDropEffect.fireRate *= MULfireRate; Transform[] myObjects = GetComponentsInChildren <Transform>(); foreach (Transform obj in myObjects) { obj.gameObject.layer = 0; } //print ("anan zaaa"); }
void SetBaseVisualStat() { if (!isBaseStats) { return; } myDropEffect = transform.root.gameObject.GetComponentInChildren <GunDropEffect>(); myDropEffect.damage = damage; myDropEffect.fireRate = fireRate; Transform[] myObjects = GetComponentsInChildren <Transform>(); foreach (Transform obj in myObjects) { obj.gameObject.layer = 0; } //print ("Base anan zaaa"); }