public void OnUnequipButtonDown() { if (gunSlinger != null) { gunSlinger.Unequip(); } }
protected void OnEnterGun(TriggerVolume triggerVolume, Collider2D collision) { GunSlinger gunSlinger = collision.GetComponent <GunSlinger>(); if (gunSlinger != null) { Gun gun = triggerVolume.GetComponentInParent <Gun>(); Destroy(triggerVolume.gameObject); if (gunSlinger.EquippedGun != null) { gunSlinger.EquippedGun.RuleManager.overridedGameRule = null; gunSlinger.Unequip(); } gunSlinger.Equip(gun); } }