public void OnDrop(PointerEventData eventData) { if (eventData.pointerDrag != null) { if (weapon != null) //If there is a weapon in this item slot { weapon.GetComponent <RectTransform>().anchoredPosition = eventData.pointerDrag.GetComponent <DragDrop>().currentItemSlot.GetComponent <RectTransform>().anchoredPosition; //set this items slots weapon's position to new weapons olditem slot position weapon.GetComponent <DragDrop>().currentItemSlot = eventData.pointerDrag.GetComponent <DragDrop>().currentItemSlot.gameObject; //set this items currentItemSlot to new weapons currentItemSlot } eventData.pointerDrag.GetComponent <RectTransform>().anchoredPosition = GetComponent <RectTransform>().anchoredPosition; //set new weapons position eventData.pointerDrag.GetComponent <DragDrop>().currentItemSlot = gameObject; //set new weapons currentItemSlot eventData.pointerDrag.GetComponent <CanvasGroup>().blocksRaycasts = false; weapon = eventData.pointerDrag.gameObject; //set weapon to new weapon if (equipSlot) { playerHandler.SwitchWeapon(eventData.pointerDrag.GetComponent <DragDrop>().weaponIndex);//calls players switch weapon function with new weapons weaponIndex } } }
/// <summary> /// Weapon swap funciton for the gun. /// </summary> public void TriggerWeaponSwap() { changing = false; player.SwitchWeapon(player.LastWeapon); }