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); }
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); }