using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeaponSelectedUI : MonoBehaviour{ int currentSelected = 0; [SerializeField] Transform rollPivot = default; float currentRot; float rotationVelocity; PlayerController player; // Start is called before the first frame update void Awake(){ currentRot = rollPivot.eulerAngles.z; player = GameMaster.Instance.player.GetComponent(); } // Update is called once per frame void Update(){ currentRot = 90 * currentSelected; //currentRot += 90 * Mathf.Clamp(Input.mouseScrollDelta.y, -1, 1); if(Mathf.Clamp(Input.mouseScrollDelta.y, -1, 1) == 1){ switch (currentSelected){ case 0: Debug.Log("Boomerang"); player.weaponSelected = 2; currentSelected = 1; break; case 1: Debug.Log("Default"); player.weaponSelected = 1; currentSelected = 2; break; case 2: Debug.Log("Explosive"); currentSelected = 3; player.weaponSelected = 3; break; case 3: Debug.Log("Default"); currentSelected = 0; player.weaponSelected = 1; break; } }else if(Mathf.Clamp(Input.mouseScrollDelta.y, -1, 1) == -1){ switch (currentSelected){ case 0: Debug.Log("Explosive"); currentSelected = 3; player.weaponSelected = 3; break; case 1: Debug.Log("Default"); player.weaponSelected = 1; currentSelected = 0; break; case 2: Debug.Log("Boomerang"); player.weaponSelected = 2; currentSelected = 1; break; case 3: Debug.Log("Default"); player.weaponSelected = 1; currentSelected = 2; break; } } rollPivot.rotation = Quaternion.Euler(0, 0, Mathf.SmoothDampAngle(rollPivot.eulerAngles.z, currentRot, ref rotationVelocity, .1f)); } }