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JJCUBER

Weapon Scrolling

Jul 15th, 2019
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C# 5.28 KB | None | 0 0
  1.         if (WeaponHandler.currentWeaponSelectedIndex < 0)
  2.         {
  3.             Debug.LogWarning($"The variable 'currentWeaponSelectedIndex' is a number less than 0!! ({WeaponHandler.currentWeaponSelectedIndex})");
  4.             return;
  5.         }
  6.  
  7.         if (WeaponHandler.currentWeaponSelectedIndex == 0)
  8.         {
  9.             for (int i = WeaponHandler.weaponsObtained.Count - 1; i > 0; i--)
  10.             {
  11.                 if (timesLeft <= 0)
  12.                     break;
  13.  
  14.                 leftImages[WeaponHandler.weaponsObtained.Count - 1 - i].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  15.                 leftImages[WeaponHandler.weaponsObtained.Count - 1 - i].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  16.  
  17.                 timesLeft--;
  18.             }
  19.  
  20.             timesLeft = 5;
  21.  
  22.             for (int i = 1; i < WeaponHandler.weaponsObtained.Count; i++)
  23.             {
  24.                 if (timesLeft <= 0)
  25.                     break;
  26.  
  27.                 upImages[i - 1].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  28.                 upImages[i - 1].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  29.  
  30.                 timesLeft--;
  31.             }
  32.         }
  33.         else if (WeaponHandler.weaponsObtained.Count == 2 && WeaponHandler.currentWeaponSelectedIndex == 1)
  34.         {
  35.             leftImages[0].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.sprite;
  36.             leftImages[0].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.color;
  37.  
  38.             upImages[0].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.sprite;
  39.             upImages[0].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[0]].weaponBehaviourObject.color;
  40.         }
  41.         else if (WeaponHandler.currentWeaponSelectedIndex == WeaponHandler.weaponsObtained.Count - 1)
  42.         {
  43.             for (int i = 1; i < WeaponHandler.weaponsObtained.Count; i++)
  44.             {
  45.                 if (timesLeft <= 0)
  46.                     break;
  47.  
  48.                 leftImages[i - 1].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  49.                 leftImages[i - 1].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  50.  
  51.                 timesLeft--;
  52.             }
  53.  
  54.             timesLeft = 5;
  55.  
  56.             for (int i = WeaponHandler.weaponsObtained.Count - 1; i > 0; i--)
  57.             {
  58.                 if (timesLeft <= 0)
  59.                     break;
  60.  
  61.                 upImages[WeaponHandler.weaponsObtained.Count - 1 - i].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  62.                 upImages[WeaponHandler.weaponsObtained.Count - 1 - i].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  63.  
  64.                 timesLeft--;
  65.             }
  66.         }
  67.         else
  68.         {
  69.             int spot = 0;
  70.             for (int i = WeaponHandler.currentWeaponSelectedIndex - 1; i >= 0; i--)
  71.             {
  72.                 if (timesLeft <= 0)
  73.                     break;
  74.  
  75.                 leftImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  76.                 leftImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  77.  
  78.                 timesLeft--;
  79.                 spot++;
  80.             }
  81.  
  82.             for (int i = WeaponHandler.weaponsObtained.Count - 1; i > WeaponHandler.currentWeaponSelectedIndex; i--)
  83.             {
  84.                 if (timesLeft <= 0)
  85.                     break;
  86.  
  87.                 leftImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  88.                 leftImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  89.  
  90.                 timesLeft--;
  91.                 spot++;
  92.             }
  93.  
  94.             timesLeft = 5;
  95.             spot = 0;
  96.  
  97.             for (int i = WeaponHandler.currentWeaponSelectedIndex + 1; i < WeaponHandler.weaponsObtained.Count; i++)
  98.             {
  99.                 if (timesLeft <= 0)
  100.                     break;
  101.  
  102.                 upImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  103.                 upImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  104.  
  105.                 timesLeft--;
  106.                 spot++;
  107.             }
  108.  
  109.             for (int i = 0; i < WeaponHandler.currentWeaponSelectedIndex; i++)
  110.             {
  111.                 if (timesLeft <= 0)
  112.                     break;
  113.  
  114.                 upImages[spot].sprite = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.sprite;
  115.                 upImages[spot].color = WeaponHandler.Weapons[(int) WeaponHandler.weaponsObtained[i]].weaponBehaviourObject.color;
  116.  
  117.                 timesLeft--;
  118.                 spot++;
  119.             }
  120.         }
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