public void SwitchArrowHead() { int bowChargeState = playerAimModule.arrowChargingState; GameObject startingArrowHead = availableArrowheads.Peek(); do { availableArrowheads.Enqueue(availableArrowheads.Dequeue()); playerAimModule.currentArrowhead = availableArrowheads.Peek(); }while (!playerAimModule.CheckIfCurrentArrowIsAvailable(availableArrowheads.Peek().name)); if (playerAimModule.currentArrowhead == startingArrowHead) { return; } playerParticleSystemManager.StopAllShootingParticleSystems(); playerParticleSystemManager.SetCurrentArrowParticleSystem(); ui.DisplayCurrentArrowHead(playerAimModule.currentArrowhead); if (bowChargeState > 0) { playerParticleSystemManager.PlayChargingAnimation(); playerParticleSystemManager.InherentBlinkerCount(bowChargeState); } }
protected override void Initialize() { GameObject player = GameObject.Find("Player"); playerParticleSystemManager = player.GetComponentInChildren <PlayerParticleSystemManager>(); playerAnimatorManager = player.GetComponent <PlayerAnimatorManager>(); playerCamera = GameObject.Find("Main Camera").GetComponent <PlayerCamera>(); playerSkillModule = player.GetComponentInChildren <PlayerSkillModule>(); playerTideComboManager = player.GetComponent <PlayerTideComboManager>(); cameraMain = Camera.main; playerTransForm = player.transform; lockedOn = false; cursor.sprite = lockOffCursor; InitializeModuleID(); playerParticleSystemManager.SetCurrentArrowParticleSystem(); }