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Question by JackoMiG · Jul 12, 2015 at 08:24 AM · scripting problemarrayanimatorweaponswitch objects

Weapon switching with an animator and script.

Hi,

I'm currently trying to switch weapons in my script. Each of the weapons have an animator component and a script (to hold ammo and firing values) attached to them. The script attached to them is called 'Weapon_Base'. I can't quite figure out how to switch the weapon and weapon scripts at the same time. I believe the main problem is that it is not switching the 'Weapon_Base' script on the weapons.

I've included relevant parts the main script which is supposed to be switching the weapons below.

 //animator
 var animator : Animator; //stores the animator component
 
 //weapon
 var availableWeapons : GameObject[];            //an array of all available weapons 
 var currentWeapon : Weapon_Base;                //the weapon currently being used
 
 function Start () {
  
 animator = GameObject.Find("AUG").GetComponent(Animator);//assigns Animator component when we start the game
 
 
     var currentWeaponObject = availableWeapons[0];
     currentWeapon = currentWeaponObject.GetComponent(Weapon_Base); //set the "currentWeapon" to this spawned weapon
 }
 
 function Update () {
 
     if (Input.GetKeyDown("1"))
     {
         SelectWeapon(0); //selects the first weapon when '1' is pressed
         animator = GameObject.Find("AUG").GetComponent(Animator);
     } 
     if (Input.GetKeyDown("2")) 
     {
         SelectWeapon(1); //selects the second weapon when '2' is pressed
         animator = GameObject.Find("M9").GetComponent(Animator);
     }
 }
 
 function SelectWeapon(index : int) //FUNCTION FOR SWAPING WEAPONS
 {
     for(var obj:GameObject in availableWeapons)obj.SetActive(false); //these lines just cycle through the weapons in the array
      availableWeapons[index].SetActive(true); //selects one to be active, and the rest to be inactive
 }
 




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