using System.Collections; using System.Collections.Generic; using UnityEngine; public class SwitchWeapon : MonoBehaviour { public enum TypeOfWeapon { Bolt, Laser, Random } [SerializeField] private TypeOfWeapon _weaponType; [SerializeField] private List _weaponlist = new List(); private PlayerState _playerState; private AttackEnergyController _attackEnergiController; // = new AttackEnergyController(); //public float ResetTime { get { return _attackEnergiController.attackResetTime;} set {value = _attackEnergiController.attackResetTime; }} private void Awake() { _attackEnergiController = GetComponent(); _playerState = GetComponent(); ChangehWeapon(_weaponType); } private void ChangehWeapon(TypeOfWeapon weapon) { if(weapon == TypeOfWeapon.Bolt) { MakeWeapon(0); } if (weapon == TypeOfWeapon.Laser) { MakeWeapon(1); } if(weapon == TypeOfWeapon.Random) { MakeWeapon(Random.Range(0, _weaponlist.Count)); } } private void MakeWeapon(int weaponIndex) { _playerState.defaultAction = _weaponlist[weaponIndex]; if(weaponIndex == 0) { _attackEnergiController.attackResetTime = 3f; _attackEnergiController.attackCost = 1f; } if(weaponIndex == 1) { _attackEnergiController.attackResetTime = 2f; _attackEnergiController.attackCost = 0.5f; } } }