void OnGUI() { //show mags if (weaponData.magazines > 0) { GUI.Label(new Rect(50, Screen.height - 90, 100, 40), new GUIContent(weaponData.magazines + " Magazines")); } else if (weaponData.magazines == 1) { GUI.Label(new Rect(50, Screen.height - 90, 100, 40), new GUIContent(weaponData.magazines + " Magazine")); } else { GUI.Label(new Rect(50, Screen.height - 90, 100, 40), new GUIContent("-- Magazines")); } if (!weaponData.GetReloading()) { //show bullets if (weaponData.GetBullets() > 0) { GUI.Label(new Rect(50, Screen.height - 70, 100, 20), new GUIContent(weaponData.GetBullets() + " Bullets")); } else if (weaponData.GetBullets() == 1) { GUI.Label(new Rect(50, Screen.height - 70, 100, 20), new GUIContent(weaponData.GetBullets() + " Bullet")); } else { GUI.Label(new Rect(50, Screen.height - 70, 100, 20), new GUIContent("-- Bullet")); } } else { //show cooldown if (weaponData.magazines != -1) { GUI.Label(new Rect(50, Screen.height - 70, 100, 20), new GUIContent("RELOADING " + weaponData.GetReloadingTimer() + " seconds")); } else { GUI.Label(new Rect(50, Screen.height - 70, 100, 20), new GUIContent("COOLDOWN " + weaponData.GetReloadingTimer() + " seconds")); } } }
void Update() { GameObject curWeapon = weapons.GetComponent <WeaponManager>().GetWeapon(); WeaponData curWeaponData = curWeapon.GetComponent <WeaponData>(); //This is much more efficient than before switch (curWeapon.name) { default: text.SetText("Mike f****d up somewhere"); break; case "EmptyHand": text.SetText(""); break; case "Sword": text.SetText(""); break; case "pistol": if (curWeaponData.GetReloading()) { text.SetText("Reloading..."); } else { text.SetText(curWeaponData.GetLoadedAmmo() + "/" + curWeaponData.GetMaxLoadedAmmo()); } break; case "grenade": text.SetText(curWeaponData.GetLoadedAmmo() + "/" + curWeaponData.GetMaxLoadedAmmo()); break; } }