void OnCollisionEnter(Collision collision) { if (collision.gameObject.name == "Player") { ShotgunScript sgs = collision.transform.Find("Head").transform.Find("shotgun Variant").GetComponent <ShotgunScript>(); sgs.totalAmmo += ammoAmmount; sgs.SendMessage("UpdateAmmo"); Destroy(gameObject); } }
void ChooseGun() { switch (currentGunIndex) { case 0: sgs.canShoot = true; mgs.canShoot = false; sns.canShoot = false; allWeaponVisuals[0].SetActive(true); allWeaponVisuals[1].SetActive(false); allWeaponVisuals[2].SetActive(false); sgs.SendMessage("UpdateAmmo"); break; case 1: sgs.canShoot = false; mgs.canShoot = true; sns.canShoot = false; allWeaponVisuals[0].SetActive(false); allWeaponVisuals[1].SetActive(true); allWeaponVisuals[2].SetActive(false); mgs.SendMessage("UpdateAmmo"); break; case 2: sgs.canShoot = false; mgs.canShoot = false; sns.canShoot = true; allWeaponVisuals[0].SetActive(false); allWeaponVisuals[1].SetActive(false); allWeaponVisuals[2].SetActive(true); sns.SendMessage("UpdateAmmo"); break; } currentGun = allWeaponPrefabs[currentGunIndex]; }