public void DefineSlot(WeaponSlotType slotType, WeaponAsset defaultWeaponAsset) { m_slotType = slotType; if (defaultWeaponAsset != null) { m_weaponAsset = defaultWeaponAsset; } }
public void EquipNewWeapon(WeaponAsset weaponAsset) { m_weaponAsset = weaponAsset; if (m_weaponAsset) { m_weaponAsset.PoolAmmoAndFX(m_pool); m_timeForNextFire = m_weaponAsset.Interval(); m_isLoaded = true; } else { Debug.Log("no weapon asset to equip"); } }