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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;

public class EquipmentController : MonoBehaviour
{
    public enum EquipmentType
    {
       None,
       Weapon,
       Tool,
       Objective,
    }

    [Header("Information")]
    [Tooltip("The name that will be displayed in the UI for this Equipment")]
    public string EquipmentName;

    [Tooltip("The image that will be displayed in the UI for this Equipment")]
    public Image EquipmentIcon;

    [Tooltip("The root object for the weapon, this is what will be deactivated when the weapon isn't active")]
    public GameObject EquipmentRoot;

    [Tooltip("The transform for the correct hand positioning of the equipment")]
    public Transform EquipmentOffset;

    [Tooltip("Tip of the Equipment, where the projectiles are shot (If a weapon")]
    public Transform WeaponMuzzle;

    [Tooltip("The type of Equipment wil affect how it is utilized")]
    public EquipmentType EquipType;

    [Tooltip("Check if Equipment is equipped")]
    public bool Equipped;

    [Tooltip("Maximum amount of ammo in the gun")]
    public int MaxAmmo = 6;
    public float CurrentAmmo = 6;

    [Tooltip("The projectile prefab")] public GameObject ProjectilePrefab;
    private StarterAssetsInputs _input;

    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        _input = FindObjectOfType<StarterAssetsInputs>();
    }

    // Update is called once per frame
    void Update()
    {
        switch (EquipType)
        {
            case EquipmentType.None:
                // Maybe do nothing or add idle behavior
                break;

            case EquipmentType.Weapon:
                if (Equipped)
                {
                    // Example: Shooting logic, checking for input, etc.
                    Debug.Log("Weapon equipped.");
                    // if (_input.shoot) { Fire(); }
                }
                break;

            case EquipmentType.Tool:
                if (Equipped)
                {
                    // Example: Use tool logic, maybe scanning or interacting
                    Debug.Log("Tool equipped.");
                    if (_input.aim) {
                        Instantiate(ProjectilePrefab, transform);
                    }
                }
                break;

            case EquipmentType.Objective:
                if (Equipped)
                {
                    // Example: Carry or activate objective
                    Debug.Log("Objective equipped.");
                }
                break;

            default:
                Debug.LogWarning("Unknown EquipmentType");
                break;
        }
    }

}