void EquipWeapon(AmmoTracker ammoTracker) { currentAmmoTracker = ammoTracker; bulletPrefab = currentAmmoTracker.bulletPrefab; bulletSpec = currentAmmoTracker.bulletSpec; ammoUI.UpdateWeapon(currentAmmoTracker); if (currentAmmoTracker.AmmoAvailable()) { gunAudio.clip = bulletSpec.shootAudio; } else { gunAudio.clip = noAmmoAudio; } }
private void UpdateCurrnetWeapon() { currentWeapon = weapons[weaponIndex]; currentFireMode = fireModeFactory.GetFireModeByType(currentWeapon.weaponInfo.fireType); if (currentWeapon.weaponInfo.weaponSprite != null) { weaponSprite.sprite = currentWeapon.weaponInfo.weaponSprite; } weaponIndex++; if (weaponIndex >= weapons.Count) { weaponIndex = 0; } ammoUI.UpdateWeapon(currentWeapon); }