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WeaponsManager.cs
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WeaponsManager.cs
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using UnityEngine;
using System.Collections;
public class WeaponsManager : MonoBehaviour
{
public GameObject AllBacked;
public GameObject AllHanded;
public bool BigWeapons;
void Update ()
{
//Check if current state is actually holding a gun, then enable the weapon object
//check state not bool, but keep setting bool to true
if (gameObject.GetComponent<Stats>().HandsUI.GetComponent<WeaponSlotController>().Containing != null)
{
gameObject.GetComponent<MovementController>().animator.SetLayerWeight(2, 1f);
foreach (Transform HandedWpn in AllHanded.transform)
{
if (HandedWpn.GetComponent<WeaponSetup_Hands>().ThisWeaponsID == gameObject.GetComponent<Stats>().HandsUI.GetComponent<WeaponSlotController>().Containing.GetComponent<WeaponSlotted>().WeaponID)
{
HandedWpn.gameObject.SetActive(true);
BigWeapons = true;
}
else
{
HandedWpn.gameObject.SetActive(false);
BigWeapons = false;
}
}
}
else
{
foreach (Transform HandedWpn in AllHanded.transform)
{
HandedWpn.gameObject.SetActive(false);
}
gameObject.GetComponent<MovementController>().animator.SetLayerWeight(2, 0f);
BigWeapons = false;
}
if (gameObject.GetComponent<Stats>().BackUI.GetComponent<WeaponSlotController>().Containing != null)
{
foreach (Transform BackedWpn in AllBacked.transform)
{
if (BackedWpn.GetComponent<WeaponSetup_Back>().ThisWeaponsID == gameObject.GetComponent<Stats>().BackUI.GetComponent<WeaponSlotController>().Containing.GetComponent<WeaponSlotted>().WeaponID)
{
BackedWpn.gameObject.SetActive(true);
}
else
{
BackedWpn.gameObject.SetActive(false);
}
}
}
else
{
foreach (Transform BackedWpn in AllBacked.transform)
{
BackedWpn.gameObject.SetActive(false);
}
}
}
public bool CheckIfHoldingWeapon()
{
if (gameObject.GetComponent<Stats>().HandsUI.GetComponent<WeaponSlotController>().Containing != null)
{
return true;
}
else
{
return false;
}
}
public GameObject GetInHandsWeaponObject()
{
foreach (Transform HandedWpn in AllHanded.transform)
{
if (HandedWpn.GetComponent<WeaponSetup_Hands>().ThisWeaponsID == gameObject.GetComponent<Stats>().HandsUI.GetComponent<WeaponSlotController>().Containing.GetComponent<WeaponSlotted>().WeaponID)
{
return HandedWpn.gameObject;
}
}
return null;
}
public int GetInHandsWeaponID()
{
foreach (Transform HandedWpn in AllHanded.transform)
{
if (HandedWpn.GetComponent<WeaponSetup_Hands>().ThisWeaponsID == gameObject.GetComponent<Stats>().HandsUI.GetComponent<WeaponSlotController>().Containing.GetComponent<WeaponSlotted>().WeaponID)
{
return HandedWpn.gameObject.GetComponent<WeaponSetup_Hands>().ThisWeaponsID;
}
}
return 0;
}
}