private void UpdateSecondarySlot() { switch (m_InventoryBehaviour.GetSecondarySlot()) { case ItemType.Missile: m_MissileShoot.color = m_OriginalColor; m_Invulnerability.color = m_HidedObjectColor; break; case ItemType.Invulnerability: m_MissileShoot.color = m_HidedObjectColor; m_Invulnerability.color = m_OriginalColor; break; case ItemType.Empty: m_MissileShoot.color = m_HidedObjectColor; m_Invulnerability.color = m_HidedObjectColor; break; } }
public void UseSecondaryInventorySlot() { if (!m_IsDead) { ItemType item = m_Inventory.GetSecondarySlot(); switch (item) { case ItemType.Missile: Vector3 missilePosition = new Vector3(transform.position.x + m_BulletOffsetX, transform.position.y, transform.position.z); Fire(missilePosition, m_MissileBullet, m_MissileBulletRotation); m_AudioSource.PlayOneShot(m_MissileAudio); break; case ItemType.Invulnerability: ApplyInvulnerabilityPowerup(); break; case ItemType.Empty: m_AudioSource.PlayOneShot(m_EmptyAudio); break; } m_Inventory.SetSecondarySlot(ItemType.Empty); } }