36 lines
1.3 KiB
C#
36 lines
1.3 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class WeaponController : MonoBehaviour
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{
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[SerializeField] Weapon[] weapons;
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[SerializeField] int currentWeapon = 0;
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void Start() {
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weapons = GetComponentsInChildren<Weapon>();
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for (int i = 0; i < weapons.Length; ++i) weapons[i].SetWeaponState(i == currentWeapon);
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}
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void Update() {
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if (weapons.Length == 0) return;
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ChangeActiveWeapon((currentWeapon + (int)Input.mouseScrollDelta.y + weapons.Length) % weapons.Length);
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CheckButtonsForChangeWeapon();
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if (Input.GetMouseButton(0) && weapons[currentWeapon].isActive) weapons[currentWeapon].Shoot(Input.GetMouseButtonDown(0), Input.GetMouseButton(0));
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}
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void CheckButtonsForChangeWeapon() {
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KeyCode[] keys = {KeyCode.Alpha1, KeyCode.Alpha2, KeyCode.Alpha3, KeyCode.Alpha4, KeyCode.Alpha5};
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foreach (var (key, i) in keys.Select((val, ind) => (val, ind))) {
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if (Input.GetKeyDown(key)) ChangeActiveWeapon(i);
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}
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}
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void ChangeActiveWeapon(int ind) {
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if (ind < 0 || ind >= weapons.Length || ind == currentWeapon) return;
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weapons[currentWeapon].SetWeaponState(false);
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weapons[ind].SetWeaponState(true);
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currentWeapon = ind;
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}
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}
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