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- if (WeaponHandler.currentWeaponSelectedIndex < 0)
- {
- Debug.LogWarning($"The variable 'currentWeaponSelectedIndex' is a number less than 0!! ({WeaponHandler.currentWeaponSelectedIndex})");
- return;
- }
- if (WeaponHandler.currentWeaponSelectedIndex == 0)
- {
- for (int i = WeaponHandler.weaponsObtained.Count - 1; i > 0; i--)
- {
- if (timesLeft <= 0)
- break;
- leftImages[WeaponHandler.weaponsObtained.Count - 1 - i].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- leftImages[WeaponHandler.weaponsObtained.Count - 1 - i].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- }
- timesLeft = 5;
- for (int i = 1; i < WeaponHandler.weaponsObtained.Count; i++)
- {
- if (timesLeft <= 0)
- break;
- upImages[i - 1].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- upImages[i - 1].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- }
- }
- else if (WeaponHandler.weaponsObtained.Count == 2 && WeaponHandler.currentWeaponSelectedIndex == 1)
- {
- leftImages[0].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.sprite;
- leftImages[0].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.color;
- upImages[0].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.sprite;
- upImages[0].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.color;
- }
- else if (WeaponHandler.currentWeaponSelectedIndex == WeaponHandler.weaponsObtained.Count - 1)
- {
- for (int i = 1; i < WeaponHandler.weaponsObtained.Count; i++)
- {
- if (timesLeft <= 0)
- break;
- leftImages[i - 1].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- leftImages[i - 1].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- }
- timesLeft = 5;
- for (int i = WeaponHandler.weaponsObtained.Count - 1; i > 0; i--)
- {
- if (timesLeft <= 0)
- break;
- upImages[WeaponHandler.weaponsObtained.Count - 1 - i].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- upImages[WeaponHandler.weaponsObtained.Count - 1 - i].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- }
- }
- else
- {
- int spot = 0;
- for (int i = WeaponHandler.currentWeaponSelectedIndex - 1; i >= 0; i--)
- {
- if (timesLeft <= 0)
- break;
- leftImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- leftImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- spot++;
- }
- for (int i = WeaponHandler.weaponsObtained.Count - 1; i > WeaponHandler.currentWeaponSelectedIndex; i--)
- {
- if (timesLeft <= 0)
- break;
- leftImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- leftImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- spot++;
- }
- timesLeft = 5;
- spot = 0;
- for (int i = WeaponHandler.currentWeaponSelectedIndex + 1; i < WeaponHandler.weaponsObtained.Count; i++)
- {
- if (timesLeft <= 0)
- break;
- upImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- upImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- spot++;
- }
- for (int i = 0; i < WeaponHandler.currentWeaponSelectedIndex; i++)
- {
- if (timesLeft <= 0)
- break;
- upImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
- upImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
- timesLeft--;
- spot++;
- }
- }
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