Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Conect11 · Sep 25, 2013 at 05:14 AM · inventoryweapon

Only switch to weapons already in inventory

Good evening everyone,

I have a weapon switching script that works just fine, but now it's time to take the next step with it, namely, I don't want the player to start out with any weapons; they need to buy or find them. So I've modified my inventory script to be a weapons inventory, and tried to call it from the weapon switch script, so far, with no success. I think the idea is right, I just haven't implemented it properly, and am hoping that someone might be able to steer me in the right direction. Thanks, and God bless.

 function Start () {
     // Select the first weapon
     SelectWeapon(0);
 }
 
 function Update () 
 {
     if (Input.GetKeyDown("1"))
     {
     if (WeaponInv.inventoryArray[0] > 0)
     {
         SelectWeapon(0);
     }    
     else if (Input.GetKeyDown("2")) {
     SelectWeapon(1);
     }
     else if (Input.GetKeyDown("0")) {
     SelectWeapon(2);
     }
     }
     }
     
     
 
 function SelectWeapon (index : int) {
     for (var i=0;i<transform.childCount;i++)    {
         // Activate the selected weapon
         if (i == index)
             transform.GetChild(i).gameObject.SetActiveRecursively(true);
         // Deactivate all other weapons
         else
             transform.GetChild(i).gameObject.SetActiveRecursively(false);
     }
 }

(Note: only the first weapon is attached to the Inventory right now, as I'm just trying proof of concept at the moment.)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Griffo · Sep 25, 2013 at 05:40 AM

Put a script on each weapon with a weapon locked variable and set it to locked or unlocked either by script when picking up the weapon or in the inspector , then when swapping weapons in function SelectWeapon just check with GetComponentsInChildren() if it's locked or not, like here

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Static functions and lists not co-operating. 0 Answers

Using weapon switching script makes any weapons with animations disappear 2 Answers

Add GameObject to GameObjectArray[] 3 Answers

[SOLVED] First array slot blocking second array slot 1 Answer

Picking up an object 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges