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WeaponSwitching.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponSwitching : MonoBehaviour
{
public int selectedWeapon = 0;
public bool reloading = false;
void Start()
{
SelectWeapon();
}
void Update()
{
int previousSelectedWeapon = selectedWeapon;
if (!reloading)
{
#region Change with scroll
/* SCROLL TO CHANGE WEAPON
if (Input.GetAxis("Mouse ScrollWheel") > 0f)
{
if (selectedWeapon >= transform.childCount - 1)
{
selectedWeapon = 0;
}
else
{
selectedWeapon++;
}
}
if (Input.GetAxis("Mouse ScrollWheel") < 0f)
{
if (selectedWeapon <= 0)
{
selectedWeapon = transform.childCount - 1;
}
else
{
selectedWeapon--;
}
}
*/
#endregion
#region Change with keyboard numbers
if (Input.GetKeyDown(KeyCode.Alpha1))
{
selectedWeapon = 0;
}
if (Input.GetKeyDown(KeyCode.Alpha2) && transform.childCount >= 2)
{
selectedWeapon = 1;
}
if (Input.GetKeyDown(KeyCode.Alpha3) && transform.childCount >= 3)
{
selectedWeapon = 2;
}
if (Input.GetKeyDown(KeyCode.Alpha4) && transform.childCount >= 4)
{
selectedWeapon = 3;
}
if (Input.GetKeyDown(KeyCode.Alpha2) && transform.childCount >= 5)
{
selectedWeapon = 4;
}
if (Input.GetKeyDown(KeyCode.Alpha2) && transform.childCount >= 6)
{
selectedWeapon = 5;
}
#endregion
if (previousSelectedWeapon != selectedWeapon)
{
SelectWeapon();
}
}
}
void SelectWeapon()
{
//Loop through the children in the 'weaponHolder' gameobject
int i = 0;
foreach(Transform weapon in transform)
{
if(i == selectedWeapon)
{
weapon.gameObject.SetActive(true);
}
else
{
weapon.gameObject.SetActive(false);
}
i++;
}
}
}