public void ChangeGun(GunProperty.GUN_KIND kind) { if (!propertieList[kind].IsActivated) { return; } CurProperty = propertieList[kind]; }
public GameObject AssignBullet(GunProperty.GUN_KIND kind) { for (int i = 0; i < bulletList[kind].Count; i++) { if (bulletList[kind][i].activeSelf) { continue; } bulletList[kind][i].SetActive(true); return(bulletList[kind][i]); } return(null); }
public void ChangeGunType(GunProperty.GUN_KIND kind) { anim.SetInteger("GunType", (int)kind); }
public void DeActivateGun(GunProperty.GUN_KIND kind) { propertieList[kind].IsActivated = false; }
public void ActivateGun(GunProperty.GUN_KIND kind) { propertieList[kind].IsActivated = true; }
public void ChangeGun(GunProperty.GUN_KIND kind) { myGun.ChangeGun(kind); CurGun = myGun.CurProperty; }