using UnityEngine; public class EquipmentManager : MonoBehaviour { [SerializeField] public GameObject AR; [SerializeField]public GameObject Pistole; [SerializeField]public GameObject Verband; [SerializeField]public GameObject Knife; public bool ARisOn = true; public bool PistoleIsOn = false; public bool VerbandIsOn = false; public bool KnifeIsOn = false; void Start() { } // Update is called once per frame void Update() { if(Input.GetKeyDown(KeyCode.Alpha2) && PistoleIsOn == false) { AR.SetActive(false); Pistole.SetActive(true); Verband.SetActive(false); Knife.SetActive(false); ARisOn = false; PistoleIsOn = true; VerbandIsOn = false; KnifeIsOn = false; } if (Input.GetKeyDown(KeyCode.Alpha1) && ARisOn == false) { AR.SetActive(true); Pistole.SetActive(false); Verband.SetActive(false); Knife.SetActive(false); ARisOn = true; PistoleIsOn = false; VerbandIsOn = false; KnifeIsOn = false; } if (Input.GetKeyDown(KeyCode.Alpha3) && VerbandIsOn == false) { AR.SetActive(false); Pistole.SetActive(false); Verband.SetActive(true); Knife.SetActive(false); ARisOn = false; PistoleIsOn = false; VerbandIsOn = true; KnifeIsOn = false; } if (Input.GetKeyDown(KeyCode.Alpha4) && KnifeIsOn == false) { AR.SetActive(false); Pistole.SetActive(false); Verband.SetActive(false); Knife.SetActive(true); ARisOn = false; PistoleIsOn = false; VerbandIsOn = false; KnifeIsOn = true; } } }