using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeaponManager : MonoBehaviour { public int currentIndex = 0; public Weapon[] weapons = new Weapon[9]; public int maximum = 0; bool weaponsGUIValue = false; Weapon knife; Weapon sword; Weapon greatsword; Weapon lance; GameObject weaponsGUI; Character character; void Awake() { knife = transform.Find("knife").GetComponent(); sword = transform.Find("sword").GetComponent(); greatsword = transform.Find("greatsword").GetComponent(); lance = transform.Find("lance").GetComponent(); weaponsGUI = transform.Find("WeaponsGUI").gameObject; if(knife.valid) weapons[maximum++] = knife; if(sword.valid) weapons[maximum++] = sword; if(greatsword.valid) weapons[maximum++] = greatsword; if(lance.valid) weapons[maximum++] = lance; character = transform.parent.GetComponent(); } public void AddWeapon(Weapon newWeapon) { weapons[maximum++] = newWeapon; } public void GetWeapon(int index) { weapons[currentIndex].gameObject.SetActive(false); weapons[index].SetRotation(character.GetLookDirection()); weapons[index].gameObject.SetActive(true); currentIndex = index; } public void SetCurrnetWeaponActive(bool value) { weapons[currentIndex].gameObject.SetActive(value); } public void SetWeaponsGUI() { weaponsGUIValue = !weaponsGUIValue; weaponsGUI.SetActive(weaponsGUIValue); } public void SetWeaponsGUIActive(bool value) { weaponsGUIValue = value; weaponsGUI.SetActive(value); } }