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Question by Syanps3 · Jun 19, 2011 at 11:54 PM · weaponsrocket

FPSPlayer script not seeing weapon

I am using unity 3.3 and I am using the FPS tutorial. The tutorial works, but I decided to make the rocket launcher display the ammo in numbers just like the machine gun does. The problem is that when I switch weapons, it always shows the ammo for the rocket launcher.

Here is where the problem is. I think the two if statements below aren't working right because the rocket launcher part is always executed. Can someone show me how to fix this? Thanks.

 function UpdateGUI () {
 // Update health gui
 // The health gui is rendered using a overlay texture which is scaled down based on health
 // - Calculate fraction of how much health we have left (0...1)
 var healthFraction = Mathf.Clamp01(hitPoints / maximumHitPoints);

 // - Adjust maximum pixel inset based on it
 healthGUI.pixelInset.xMax = healthGUI.pixelInset.xMin + healthGUIWidth * healthFraction;

 // Update machine gun gui
 // Machine gun gui is simply drawn with a bullet counter text
 if (machineGun) {
     bulletGUI.text = machineGun.bulletsLeft.ToString();
     clipGUI.text = machineGun.clips.ToString();
 }
 
 // Update rocket gui
 // This is changed from the tutorial PDF. You need to assign the 20 Rocket textures found in the GUI/Rockets folder
 // to the RocketTextures property.
 if (rocketLauncher)    {
     //rocketGUI.UpdateRockets(rocketLauncher.ammoCount);
     bulletGUI.text = rocketLauncher.ammoCount.ToString();
 }

}

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avatar image aldonaletto · Jun 20, 2011 at 02:43 AM 0
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Try to switch the order of the if's just to see if the machineGun is shown ins$$anonymous$$d. Usually it's better to have one only variable to control which weapon is selected, since only one will be available at a time. You can have an int variable - say, weaponType - and decide what to do with a switch statement:

   switch (weaponType){
     case 1: 
      // display machineGun ammo
       break;
     case 2:
       // display rockets
       break;
   }

 

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Answer by Syanps3 · Jun 21, 2011 at 12:14 AM

I had to be able to access the var from another script to make this work. I was using GetComponent and apparently I should have been using GetComponentInChildren. Now it works. Here it is.

var wep = GetComponentInChildren(PlayerWeapons); //This part drove me insane to find out

 switch (wep.weaponType){
 case 0: 
  // display machineGun ammo
     bulletGUI.text = machineGun.bulletsLeft.ToString();
     clipGUI.text = machineGun.clips.ToString();
   break;
 case 1:
   // display rockets
     bulletGUI.text = rocketLauncher.ammoCount.ToString();
   break;

}

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