void Update() { //TODO - allow the interaction button to close this as well; //right now allowing the button to close it ALSO raycasts at the box, re-opening the menu if (Input.GetButtonDown("Cancel") || Input.GetButtonDown("Interact")) { mover.canMove = true; mouseLook.shouldLook = true; wepControl.canSwing = true; spellControl.canFire = true; gameObject.SetActive(false); } switch (typeDrop.value) { case 0: wepControl.wep.UpdateStats(WeaponType.SWORD, handleSlider.value, headSlider.value); wepSize.UpdateSize(WeaponType.SWORD, headSlider.value, handleSlider.value); break; case 1: wepControl.wep.UpdateStats(WeaponType.AXE, handleSlider.value, headSlider.value); wepSize.UpdateSize(WeaponType.AXE, headSlider.value, handleSlider.value); break; case 2: wepControl.wep.UpdateStats(WeaponType.HAMMER, handleSlider.value, headSlider.value); wepSize.UpdateSize(WeaponType.HAMMER, headSlider.value, handleSlider.value); break; } //TODO - torch + shield bladeRenderer.material.color = new Color(bladeRedSlider.value, bladeGreenSlider.value, bladeBlueSlider.value); handleRenderer.material.color = new Color(handleRedSlider.value, handleGreenSlider.value, handleBlueSlider.value); //Update display statText.text = "Damage: " + wepControl.GetDamage().ToString("F2") + "\nKnockback: " + wepControl.GetKnockback().ToString("F2") + "\nSwing Time: " + wepControl.GetMaxSwingTime().ToString("F2"); bladeColorImage.color = new Color(bladeRedSlider.value, bladeGreenSlider.value, bladeBlueSlider.value); handleColorImage.color = new Color(handleRedSlider.value, handleGreenSlider.value, handleBlueSlider.value); }