void Update() { if (Input.GetAxis("SwitchWeapon") > 0 && availWeapons > 1) { nextWeapon = currentWeapon + 1; if (nextWeapon >= totalWeapons) { nextWeapon = 0; } while (weaponSlots[nextWeapon] == null) { ++nextWeapon; } } else if (Input.GetAxis("SwitchWeapon") < 0 && availWeapons > 1) { nextWeapon = currentWeapon - 1; if (nextWeapon < 0) { nextWeapon = totalWeapons - 1; } while (weaponSlots[nextWeapon] == null) { --nextWeapon; } } else { nextWeapon = currentWeapon; } if (nextWeapon != currentWeapon) { if (currentWeapon == 2 && sniperRifleScript.altFire) { sniperRifleScript.ZoomToggle(); } currentWeapon = nextWeapon; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; } }
protected void Start() { weaponSlots = new Weapon_Stats[totalWeapons]; assaultRifleScript = AssaultRifle.GetComponent <ARV80_Rifle>(); sniperRifleScript = SniperRifle.GetComponent <S107_SniperRifle>(); // Populate list of weapons for (int i = 0; i < totalWeapons; ++i) { weaponSlots[i] = null; } weaponSlots[0] = assaultRifleScript; availWeapons = 1; // Set initial weapon currentWeaponScript = weaponSlots[0]; currentWeaponScript.enabled = true; }
public void SetCurrentWeapon(string weapon) { switch (weapon) { case "AssaultRifle": currentWeapon = 0; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; return; case "SniperRifle": currentWeapon = 2; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; return; } }
void Update() { if( Input.GetAxis("SwitchWeapon") > 0 && availWeapons > 1 ) { nextWeapon = currentWeapon + 1; if ( nextWeapon >= totalWeapons) { nextWeapon = 0; } while ( weaponSlots[nextWeapon] == null ) { ++nextWeapon; } } else if( Input.GetAxis("SwitchWeapon") < 0 && availWeapons > 1 ) { nextWeapon = currentWeapon - 1; if ( nextWeapon < 0 ) { nextWeapon = totalWeapons - 1; } while ( weaponSlots[nextWeapon] == null) { --nextWeapon; } } else { nextWeapon = currentWeapon; } if ( nextWeapon != currentWeapon ) { if( currentWeapon == 2 && sniperRifleScript.altFire ) { sniperRifleScript.ZoomToggle(); } currentWeapon = nextWeapon; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; } }
protected void Start() { weaponSlots = new Weapon_Stats[totalWeapons]; assaultRifleScript = AssaultRifle.GetComponent<ARV80_Rifle>(); sniperRifleScript = SniperRifle.GetComponent<S107_SniperRifle>(); // Populate list of weapons for (int i=0; i<totalWeapons; ++i) { weaponSlots[i] = null; } weaponSlots[0] = assaultRifleScript; availWeapons = 1; // Set initial weapon currentWeaponScript = weaponSlots[0]; currentWeaponScript.enabled = true; }
public void SetCurrentWeapon( string weapon ) { switch (weapon) { case "AssaultRifle": currentWeapon = 0; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; return; case "SniperRifle": currentWeapon = 2; currentWeaponScript.enabled = false; currentWeaponScript = weaponSlots[currentWeapon]; currentWeaponScript.enabled = true; return; } }