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I'm trying to make a weapon pickup script but can't quite get it to work.
I have gotten it so I can switch between the two weapons that are in my weapon slots but I can't get it to pick up a weapon from the ground. I have two scripts. One is the WeaponIndex script which I attachted to an empty object on my player that contains all my weapons with the scripts attatched to them that make them work. The second script is my DummyWeapon script that I attatch to a fake weapon that just has the appearance of the real weapon. I am trying to make it so that I press the E key once I am a certain distance from the fake weapon which will then activate the real weapon on the slot i currently had selected to replace the current weapon. Im not sure what I need to do to make this work. When I run the script and try to pick up a weapon I don't get any errors but nothing happens. My only guess is that the last function in my WeaponIndex script(pickupWeapon) needs to be changed but I'm not sure how to change it.
WeaponIndex Script
var slotOne : GameObject;
var slotTwo : GameObject;
var pickupDistance = 5;
var dummyWeaponTransform : Transform;
var myPlayer : Transform;
var newWeapon : GameObject;
function Start () {
activeSlot(slotOne);
nonActiveSlot(slotTwo);
}
function Update () {
if(Input.GetKeyDown(KeyCode.E) && Vector3.Distance(myPlayer.position, dummyWeaponTransform.position) < pickupDistance) {
pickUpWeapon();
}
if(Input.GetKeyDown("1")){
activeSlot(slotOne);
nonActiveSlot(slotTwo);
print("slotOne");
}
if(Input.GetKeyDown("2")){
activeSlot(slotTwo);
nonActiveSlot(slotOne);
print("slotTwo");
}
}
function activeSlot(GameObject){
GameObject.SetActiveRecursively(true);
}
function nonActiveSlot(GameObject){
GameObject.SetActiveRecursively(false);
}
function pickUpWeapon(){
newWeapon.GetComponent(DummyWeapon).weapon = activeSlot.GameObject;
}
dummyWeapon Script
var weapon : GameObject;
function Start () {
}
function Update () {
}
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