void Awake() { anim = GetComponent <Animator>(); quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); playerStats = GetComponentInParent <PlayerStats>(); inputHandler = GetComponentInParent <InputHandler>(); WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); foreach (WeaponHolderSlot slot in weaponHolderSlots) { switch (slot.slotType) { case WeaponHolderSlot.SlotTypes.leftHand: leftHandSlot = slot; break; case WeaponHolderSlot.SlotTypes.rightHand: rightHandSlot = slot; break; case WeaponHolderSlot.SlotTypes.carryOnBack: carryOnBackSlot = slot; break; default: throw new System.NotImplementedException(); } } }
private void Awake() { WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots) { /*if (weaponSlot.isLeftHandSlot) * { * leftHandSlot = weaponSlot; * }*/ if (weaponSlot.isRightHandSlot) { rightHandSlot = weaponSlot; } } }
// ---------------------------------------------------------- // void UpdateUI() { // Set weapon to active or disabled based on weapons in inventory for (int i = 0; i < weaponHolder.gameObject.transform.childCount; i++) { // Get the UI slot WeaponUpgradeSlot upgradeSlot = contentTransform.GetChild(i).gameObject.GetComponent <WeaponUpgradeSlot>(); // Get slot from weaponHolder WeaponHolderSlot weaponHolderSlot = weaponTransform.GetChild(i).GetComponent <WeaponHolderSlot>(); upgradeSlot.weaponHolderSlot = weaponHolderSlot; upgradeSlot.weaponNumber.text = (i + 1).ToString(); upgradeSlot.UpdateSlot(); } }
public void Awake() { WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots) { if (weaponSlot.isLeftHandSlot) { leftHandSlot = weaponSlot; } else if (weaponSlot.isRightHandSlot) { rightHandSlot = weaponSlot; } } }
void ToggleWeaponSlots() { // Setting weapon Icon UI based on weapons in weaponHolder and if item is bought for (int i = 0; i < transform.childCount; i++) { WeaponHolderSlot weaponHolderSlot = weaponHolder.GetComponent <Transform>().GetChild(i).GetComponent <WeaponHolderSlot>(); if (weaponHolderSlot.isBought) { transform.GetChild(i).gameObject.SetActive(true); } else { transform.GetChild(i).gameObject.SetActive(false); } } }
private void Awake() { playerManager = GetComponentInParent <PlayerManager>(); playerStats = GetComponentInParent <PlayerStats>(); WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots) { if (weaponSlot.isLeftHandSlot) { leftHandSlot = weaponSlot; } else if (weaponSlot.isRightHandSlot) { rightHandSlot = weaponSlot; } } }
void UpdateWeaponSlots() { int idx = 0; // Set weapon to active or disabled based on weapons in inventory for (int i = 0; i < weaponHolder.gameObject.transform.childCount; i++) { // Get the UI slot WeaponSlot slot = transform.GetChild(i).gameObject.GetComponent <WeaponSlot>(); // Get slot from weaponHolder WeaponHolderSlot weaponHolderSlot = weaponHolder.GetComponent <Transform>().GetChild(i).GetComponent <WeaponHolderSlot>(); // Set UI slot weapon from weaponSlot weapon Weapon weapon = weaponHolderSlot.weapon; if (weaponHolderSlot.isBought) { // Check for weapon if (weapon != null) { slot.weapon = weapon; slot.weaponNumber.text = (idx + 1).ToString(); slot.upgradeIcon.color = colors[weaponHolderSlot.upgradeLevel]; slot.UpdateSlot(); // Toggle Slot based on selected weapon if (weaponHolder.selectedWeapon == idx) { slot.Toggle(true); } else { slot.Toggle(false); } } idx++; } else { slot.upgradeIcon.color = unBoughtColor; } } }
// -------------------------------------------------- // // Switching between weapons // -------------------------------------------------- // public void SelectWeapon() { int i = 0; foreach (Transform weaponHolderSlot in transform) { weaponHolderSlot.gameObject.SetActive(false); WeaponHolderSlot weaponHolderSlot_ = weaponHolderSlot.GetComponent <WeaponHolderSlot>(); if (weaponHolderSlot_.isBought) { if (i == selectedWeapon) { weaponHolderSlot.gameObject.SetActive(true); currentWeapon = weaponHolderSlot_.weapon; } i++; } } }
private void Awake() { playerStats = GetComponentInParent <PlayerStats>(); playerInventory = GetComponentInParent <PlayerInventory>(); animator = GetComponent <Animator>(); quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); WeaponHolderSlot[] weaponHolderSlots = GetComponentsInChildren <WeaponHolderSlot>(); //array for weapon slots foreach (WeaponHolderSlot weaponSlot in weaponHolderSlots) //bucle que determina que arma va en la L o en la R { if (weaponSlot.isLeftHandSlot) //si el arma es de L { leftHandSlot = weaponSlot; //guardar en la var L } else if (weaponSlot.isRightHandSlot) //si el arma es de R { rightHandSlot = weaponSlot; //guardar en la var R } } }