Good evening everyone,
I have a weapon switching script that works just fine, but now it’s time to take the next step with it, namely, I don’t want the player to start out with any weapons; they need to buy or find them. So I’ve modified my inventory script to be a weapons inventory, and tried to call it from the weapon switch script, so far, with no success. I think the idea is right, I just haven’t implemented it properly, and am hoping that someone might be able to steer me in the right direction. Thanks, and God bless.
function Start () {
// Select the first weapon
SelectWeapon(0);
}
function Update ()
{
if (Input.GetKeyDown("1"))
{
if (WeaponInv.inventoryArray[0] > 0)
{
SelectWeapon(0);
}
else if (Input.GetKeyDown("2")) {
SelectWeapon(1);
}
else if (Input.GetKeyDown("0")) {
SelectWeapon(2);
}
}
}
function SelectWeapon (index : int) {
for (var i=0;i<transform.childCount;i++) {
// Activate the selected weapon
if (i == index)
transform.GetChild(i).gameObject.SetActiveRecursively(true);
// Deactivate all other weapons
else
transform.GetChild(i).gameObject.SetActiveRecursively(false);
}
}
(Note: only the first weapon is attached to the Inventory right now, as I’m just trying proof of concept at the moment.)