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1206e9b Dec 1, 2017
68 lines (55 sloc) 1.59 KB
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponSwitch : MonoBehaviour
{
GameManager gameManager;
public List<Transform> weapons;
public int initialWeapon;
public bool autoFill;
public int selectedWeapon;
private void Awake()
{
if (autoFill)
{
weapons.Clear();
foreach (Transform weapon in transform)
{
weapons.Add(weapon);
}
}
gameManager = FindObjectOfType<GameManager>();
}
void Start()
{
selectedWeapon = initialWeapon % weapons.Count;
UpdateWeapon();
}
void Update()
{
if (gameManager.isDead == false)
{
if (Input.GetAxis("Mouse ScrollWheel") > 0)
selectedWeapon = (selectedWeapon + 1) % weapons.Count;
if (Input.GetAxis("Mouse ScrollWheel") < 0)
selectedWeapon = Mathf.Abs(selectedWeapon - 1) % weapons.Count;
if (Input.GetKeyDown(KeyCode.Alpha1))
selectedWeapon = 0;
if (Input.GetKeyDown(KeyCode.Alpha2) && weapons.Count > 1)
selectedWeapon = 1;
if (Input.GetKeyDown(KeyCode.Alpha3) && weapons.Count > 2)
selectedWeapon = 2;
UpdateWeapon();
}
}
void UpdateWeapon()
{
for (int i = 0; i < weapons.Count; i++)
{
if (i == selectedWeapon)
weapons[i].gameObject.SetActive(true);
else
weapons[i].gameObject.SetActive(false);
}
}
}