void selectGunSprite(GunInfo.GunType gunType, Image image) { switch (gunType) { case GunInfo.GunType.AssaultRifle: image.sprite = AssaultRifleSprite; break; case GunInfo.GunType.SubMachineGun: image.sprite = SubMachineGunSprite; break; case GunInfo.GunType.HandGun: image.sprite = HandGunSprite; break; case GunInfo.GunType.ShotGun: image.sprite = ShotGunSprite; break; case GunInfo.GunType.LightMachineGun: image.sprite = LightMachineGunSprite; break; case GunInfo.GunType.GrenadeLauncher: image.sprite = GrenadeLauncherSprite; break; } }
public void UI_OpenSelectMenu(int typeID) { SelectMenuType type = (SelectMenuType)Mathf.Clamp(typeID, 0, 4); GunInfo.GunType gunType = (GunInfo.GunType)Mathf.Clamp(typeID, 0, 3); currentSelectMenu = type; if (type == SelectMenuType.Primary) { currentSelected = primary; } else if (type == SelectMenuType.Secondary) { currentSelected = secondary; } else if (type == SelectMenuType.Melee) { currentSelected = melee; } else if (type == SelectMenuType.Item1) { currentSelected = item1; } else { currentSelected = item2; } for (int i = 0; i < items.Length; i++) { ClassItem classItem = items[i]; classItem.gameObject.SetActive(classItem.info.type == gunType); } scrollRect.verticalNormalizedPosition = 1f; UpdateItems(); main.SetActive(false); selectMenu.SetActive(true); }