private void CameraT_TargetSwitched(Transform T) // so convoluted a cleanup is very required! { //if (Target == T) { return; } Debug.Log("new camera target!"); if (Target != null) { Character.Inventory Inv = Target.GetComponentInChildren <Character.Inventory>(); if (Inv != null) { Inv.OnChange -= InventoryUI_OnChange; } } created = false; Target = T; OnEnable(); //Recreate inventory }
private void CameraT_TargetSwitched(Transform T) { if (Inv != null) { Inv.OnChange -= Inv_OnChange; } //I wonder why and where is it worth checking, becoming delirious HPBar.GetComponent <HealthBar>().GetTarget(T); //ABar.GetComponent<AmmoBar>().GetTarget(T); Character.Humus H = T.GetComponent <Character.Humus>(); if (H == null) { ABar.SetActive(false); Inv = null; return; } Inv = H.GetComponentInChildren <Character.Inventory>(); if (Inv != null) { Inv.OnChange += Inv_OnChange; } }