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WeaponSlotController.cs
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WeaponSlotController.cs
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using UnityEngine;
using System.Collections;
public class WeaponSlotController : MonoBehaviour
{
public GameObject DropDown;
public GameObject OppositeWeaponSlot;
public GameObject Containing;
public GameObject ContainingMag;
public GameObject MyMagSlot;
public GameObject Owner;
void DropdownToggle()
{
DropDown.SetActive(!DropDown.activeInHierarchy);
}
void SwapWeapons()
{
if (Containing != null)
{
Containing.transform.parent = OppositeWeaponSlot.transform;
if (ContainingMag != null)
{
ContainingMag.transform.parent = OppositeWeaponSlot.GetComponent<WeaponSlotController>().MyMagSlot.transform;
}
}
if (OppositeWeaponSlot.GetComponent<WeaponSlotController>().Containing != null)
{
OppositeWeaponSlot.GetComponent<WeaponSlotController>().Containing.transform.parent = transform;
if (OppositeWeaponSlot.GetComponent<WeaponSlotController>().ContainingMag != null)
{
OppositeWeaponSlot.GetComponent<WeaponSlotController>().ContainingMag.transform.parent = MyMagSlot.transform;
}
}
// ContainingMag.transform.parent = OppositeWeaponSlot.transform;
// OppositeWeaponSlot.GetComponent<WeaponSlotController>().ContainingMag.transform.parent = transform.parent;
}
void DropWeapon()
{
if (Containing != null)
{
Owner.GetComponent<Stats>().InstantiateWeaponPickup(Containing.GetComponent<WeaponSlotted>().WeaponID);
GameObject.Destroy(Containing);
}
// ContainingMag.transform.parent = OppositeWeaponSlot.transform;
// OppositeWeaponSlot.GetComponent<WeaponSlotController>().ContainingMag.transform.parent = transform.parent;
}
}