示例#1
0
 public int GetInHandsWeaponID()
 {
     foreach (Transform HandedWpn in AllHanded.transform)
     {
         if (HandedWpn.GetComponent <WeaponSetup_Hands>().ThisWeaponsID == gameObject.GetComponent <Stats>().HandsUI.GetComponent <WeaponSlotController>().Containing.GetComponent <WeaponSlotted>().WeaponID)
         {
             return(HandedWpn.gameObject.GetComponent <WeaponSetup_Hands>().ThisWeaponsID);
         }
     }
     return(0);
 }
示例#2
0
 void Update()
 {
     //Check if current state is actually holding a gun, then enable the weapon object
     //check state not bool, but keep setting bool to true
     if (gameObject.GetComponent <Stats>().HandsUI.GetComponent <WeaponSlotController>().Containing != null)
     {
         gameObject.GetComponent <MovementController>().animator.SetLayerWeight(2, 1f);
         foreach (Transform HandedWpn in AllHanded.transform)
         {
             if (HandedWpn.GetComponent <WeaponSetup_Hands>().ThisWeaponsID == gameObject.GetComponent <Stats>().HandsUI.GetComponent <WeaponSlotController>().Containing.GetComponent <WeaponSlotted>().WeaponID)
             {
                 HandedWpn.gameObject.SetActive(true);
                 BigWeapons = true;
             }
             else
             {
                 HandedWpn.gameObject.SetActive(false);
                 BigWeapons = false;
             }
         }
     }
     else
     {
         foreach (Transform HandedWpn in AllHanded.transform)
         {
             HandedWpn.gameObject.SetActive(false);
         }
         gameObject.GetComponent <MovementController>().animator.SetLayerWeight(2, 0f);
         BigWeapons = false;
     }
     if (gameObject.GetComponent <Stats>().BackUI.GetComponent <WeaponSlotController>().Containing != null)
     {
         foreach (Transform BackedWpn in AllBacked.transform)
         {
             if (BackedWpn.GetComponent <WeaponSetup_Back>().ThisWeaponsID == gameObject.GetComponent <Stats>().BackUI.GetComponent <WeaponSlotController>().Containing.GetComponent <WeaponSlotted>().WeaponID)
             {
                 BackedWpn.gameObject.SetActive(true);
             }
             else
             {
                 BackedWpn.gameObject.SetActive(false);
             }
         }
     }
     else
     {
         foreach (Transform BackedWpn in AllBacked.transform)
         {
             BackedWpn.gameObject.SetActive(false);
         }
     }
 }