using UnityEngine;
using System.Collections;
public class ConversationScript : MonoBehaviour
{
public int intelligence = 5;
void Greet()
{
switch (intelligence)
{
case 5:
print ("Why hello there good sir! Let me teach you about Trigonometry!");
break;
case 4:
print ("Hello and good day!");
break;
case 3:
print ("Whadya want?");
break;
case 2:
print ("Grog SMASH!");
break;
case 1:
print ("Ulg, glib, Pblblblblb");
break;
default:
print ("Incorrect intelligence level.");
break;
}
}
}
using UnityEngine;
public class WeaponSwitching : MonoBehaviour
{
public int selectedWeapon = 0;
// Start is called before the first frame update
void Start()
{
selectWeapon();
}
// Update is called once per frame
void Update()
{
int previousSelectedWeapon = selectedWeapon;
if(Input.GetAxis("Mouse ScrollWheel") > 0f)
{
if(selectedWeapon >= transform.childCount - 1)
selectedWeapon = 0;
else
selectedWeapon++;
}
if(Input.GetAxis("Mouse ScrollWheel") < 0f)
{
if(selectedWeapon <= 0)
selectedWeapon = transform.childCount - 1;
else
selectedWeapon--;
}
if(Input.GetKeyDown(KeyCode.Alpha1))
{
selectedWeapon = 0;
}
if(Input.GetKeyDown(KeyCode.Alpha2) && transform.childCount >= 2)
{
selectedWeapon = 1;
}
if(Input.GetKeyDown(KeyCode.Alpha3) && transform.childCount >= 3)
{
selectedWeapon = 2;
}
if(previousSelectedWeapon != selectedWeapon)
{
selectWeapon();
}
}
void selectWeapon()
{
int i = 0;
foreach(Transform weapon in transform)
{
if(i == selectedWeapon)
weapon.gameObject.SetActive(true);
else
weapon.gameObject.SetActive(false);
i++;
}
}
}
public float number;
switch(number)
{
case 1:
Debug.Log("1");
break;
case 2:
Debug.Log("1");
break;
default: //case that happens if no case matches
Debug.Log("I dont know");
break;
}