// Update is called once per frame void Update() { if (currentequip != player.getEquipedWeapon() && (player.getEquipedWeapon() == 0 || player.wepInInv(player.getEquipedWeapon() - 1))) { currentequip = player.getEquipedWeapon(); switch (currentequip) { case 0: { weaponList[0].SetActive(false); weaponList[1].SetActive(false); weaponList[2].SetActive(false); weaponList[3].SetActive(true); break; } case 1: { weaponList[0].SetActive(true); weaponList[1].SetActive(false); weaponList[2].SetActive(false); weaponList[3].SetActive(false); Debug.Log("ACTIVATING PISTOL"); break; } case 2: { weaponList[0].SetActive(false); weaponList[1].SetActive(true); weaponList[2].SetActive(false); weaponList[3].SetActive(false); break; } case 3: { weaponList[0].SetActive(false); weaponList[1].SetActive(false); weaponList[2].SetActive(true); weaponList[3].SetActive(false); break; } } } //ANIMATION STUFF\\ anim.SetBool("isShooting", player.shooting); anim.SetInteger("Weapon", currentequip); //ARM TRACKING\\ arm = player.playerInputs.crosshair.transform.position - this.transform.position; if (!player.faceRight) { angle = Mathf.Atan2(-arm.y, -arm.x) * Mathf.Rad2Deg; this.transform.eulerAngles = new Vector3(180, 0, -angle + 180); } else { angle = Mathf.Atan2(arm.y, arm.x) * Mathf.Rad2Deg; this.transform.eulerAngles = new Vector3(0, 0, angle); } }