// Loads the specified trap into a TrapCard. void SpawnTrapCard(Vector3 pos, GameObject trap) { TrapCard _trapCard = Instantiate(TrapCard, pos, transform.rotation, transform).GetComponent <TrapCard>(); _trapCard.LoadTrapInSlot(trap); AssignThrowableTrap(_trapCard); // Checks if the player has equipped this trap already. If so, it sets this card to the respective trapRadial spot. for (int i = 0; i < trapSlots.Length; i++) { int trapIndex = trapSlots[i].representWhichSpot; if (player.currEquippedTraps[trapIndex] != null && player.currEquippedTraps[trapIndex].name == _trapCard.associatedTrap.name) { _trapCard.equipped = true; trapSlots[i].associatedTrapCard = _trapCard; break; } } }
// Loads the specified trap into a TrapCard. void SpawnTrapCard(Vector3 pos, GameObject trap) { GameObject _trapCard = (GameObject)Instantiate(TrapCard, pos, transform.rotation, Slider); TrapCard thisTrapCard = _trapCard.GetComponent <TrapCard>(); thisTrapCard.LoadTrapInSlot(trap); TrapCards.Add(thisTrapCard); thisTrapCard.trapCardSpawner = this; thisTrapCard.CenterPoint = Center; thisTrapCard.trapCanvas = trapCanvasScript; thisTrapCard.confirmationGroup = confirmationGroup; // Checks if the player has equipped this trap already. If so, it sets this card to the respective trapRadial spot. for (int i = 0; i < trapSlots.Length; i++) { int trapIndex = trapSlots[i].representWhichSpot; if (player.currEquippedTraps[trapIndex] != null && player.currEquippedTraps[trapIndex].name == thisTrapCard.associatedTrap.name) { thisTrapCard.equipped = true; trapSlots[i].associatedTrapCard = thisTrapCard; break; } } }