public void SetWeapon(WeaponType weaponType) { switch (weaponType) { case WeaponType.ROCKET: currentAmmo = BalanceData.RocketAmmoAmount; break; case WeaponType.BOMB: currentAmmo = BalanceData.BombAmmoAmount; break; case WeaponType.CLUSTERBOMB: currentAmmo = BalanceData.ClusterBombAmmoAmount; break; case WeaponType.SEEKERLASER: currentAmmo = BalanceData.SeekerlaserAmmoAmount; break; default: break; } OnChangeWeapon(weaponType); PracticeManager.UpdateAmmo(currentAmmo); }
void UpdateWeaponData() { if (WeaponType != WeaponType.LASER) { if (currentAmmo == 1) { OnChangeWeapon(WeaponType.LASER); } currentAmmo--; } PracticeManager.UpdateAmmo(currentAmmo); }