void SwitchWeapon(int i) { if (weapon_Inventory[0] != null && weapon_Inventory[1] != null) { //Switching Weapon switch (i) { case 0: { weapon_Inventory[0].gameObject.SetActive(true); weapon_Inventory[0].GetComponent <BaseGun>().weapon_Eqip = true; weapon_Inventory[1].GetComponent <BaseGun>().weapon_Eqip = false; weapon_Inventory[1].gameObject.SetActive(false); break; } case 1: { weapon_Inventory[0].gameObject.SetActive(false); weapon_Inventory[0].GetComponent <BaseGun>().weapon_Eqip = false; weapon_Inventory[1].gameObject.SetActive(true); weapon_Inventory[1].GetComponent <BaseGun>().weapon_Eqip = true; break; } } } //Update player weapon UI the_Player_UI_HUD.current_Weapon = weapon_Inventory[i]; the_Player_UI_HUD.AmmoUpdate(i); the_Player_UI_HUD.WeaponNameUpdate(i); }
public void SetValue() { //ammo pool the_Player_Manager = FindObjectOfType <PlayerManager>(); the_Ammo_Pool = FindObjectOfType <AmmoPool>(); gun_current_Mag_Capacity = gun_Total_Mag_Capacity; //set up Weapon UI the_Player_UI_HUD = FindObjectOfType <PlayerUIHUD>(); the_Player_UI_HUD.current_Weapon = this; the_Player_UI_HUD.AmmoUpdate(the_Player_Manager.current_Weapon); the_Player_UI_HUD.WeaponNameUpdate(the_Player_Manager.current_Weapon); }