Beispiel #1
0
 public override PlayerState OnTriggerStay(Collider other)
 {
     if (other.gameObject.CompareTag("CarryNode") && Input.GetKey(KeyCode.E))
     {
         CarryNode temp = other.gameObject.GetComponent <CarryNode>();
         if (temp && temp.Active)
         {
             return(new CarryState(Player, temp));
         }
     }
     return(null);
 }
Beispiel #2
0
    public CarryState(GameObject player, CarryNode node) : base(player)
    {
        IK.RightHandWeight = 0.8f;
        IK.LeftHandWeight  = 0.8f;

        carryNode = node;
        carryNode.rigidBody.isKinematic = true;
        carryNode.rootCollider.enabled  = false;
        carryNode.Active = false;

        carryObject        = node.gameObject.transform.parent;
        carryObject.parent = Player.transform;

        anim.SetBool("isGrounded", true);
        anim.SetBool("hasWeapon", false);
        anim.SetBool("aiming", false);
    }