public void SetWeapon(ScriptableWeapons weapon) { this.weapon = weapon; if (weapon.weaponName == goodWeaponName) { //Activar script Debug.Log("Se esta utilizando el jabon"); if (TryGetComponent(out shootSomething shootSomethingComponent)) { shootSomethingComponent.enabled = true; hasWeapon = true; } } else if (weapon.weaponName == badWeaponName) { Debug.Log("Se esta utilizando el espray"); if (TryGetComponent(out SprayShoot sprayShootComponent)) { sprayShootComponent.enabled = true; hasWeapon = true; } else { Debug.LogError("No se encuentra el componente sprayshoot", this); } } else { Debug.LogError("No se reconoce el arma seleccionada", this); } }
public void PickupGun(GameObject gun) { weaponStats = gun.GetComponent <WeaponStats>().weapon; hasGun = true; GameObject scope = Instantiate(weaponStats.prefabModelScoped, transform.position, transform.rotation, myCamera.transform); GameObject nonScope = Instantiate(weaponStats.prefabModel, transform.position, transform.rotation, myCamera.transform); scope.transform.position = sniperScoped.transform.position; scope.transform.rotation = sniperScoped.transform.rotation; sniperScoped = scope; nonScope.transform.position = sniperNonScoped.transform.position; nonScope.transform.rotation = sniperNonScoped.transform.rotation; sniperNonScoped = nonScope; Destroy(gun); }
private void GoodWeaponSelected() { disableHover(); SetHover(hoverGoodWeapon); currentWeapon = goodWeapon; }
private void BadWeaponSelected() { disableHover(); SetHover(hoverBadWeapon); currentWeapon = badWeapon; }