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_equippedWeapon = _inventory.GetAvailableWeapons().First();
if (_animationManager != null) {
_animationManager.ChangeClipSet(_equippedWeapon.name);
var TryEquipWeapon = _inventory.GetAvailableWeapons().First();
if (TryEquipWeapon != null) {
TryDrawWeapon(TryEquipWeapon.name);
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WeaponSwap : MonoBehaviour
{
[SerializeField] List<WeaponSet> _weaponSets;
int _currentActiveSet = -1;
public void ChangeActiveWeaponSet(string weaponName) {
int newActiveSet = _weaponSets.FindIndex(set => set.weapon.Value.name == weaponName);
if (newActiveSet == -1) {
print($"WeaponSwap {weaponName} cannot be found");
return;
}
if (newActiveSet != _currentActiveSet) {
foreach (var weapon in _weaponSets[newActiveSet].WeaponProps) {
weapon.SetActive(true);
}
if (_currentActiveSet != -1) {
foreach (var weapon in _weaponSets[_currentActiveSet].WeaponProps) {
weapon.SetActive(false);
}
}
_currentActiveSet = newActiveSet;
}
}
}
[Serializable]
public class WeaponSet
{
public WeaponRef weapon;
public List<GameObject> WeaponProps;
}
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