/// <summary>
        /// Initialize any starting values.
        /// </summary>
        protected override void OnEnable()
        {
            base.OnEnable();

            m_ShootableWeapon = target as ShootableWeapon;
            m_ShootableWeapon.ReloadAnimatorAudioStateSet.DeserializeAnimatorAudioStateSelector(m_Item, m_Item.GetComponentInParent <UltimateCharacterController.Character.UltimateCharacterLocomotion>());
        }
Beispiel #2
0
 // Start is called before the first frame update
 void Start()
 {
     randomPunch = new System.Random();
     shootWeapon = GetComponent <ShootableWeapon>();
     shootWeapon.OnWeaponFired  += ShootableWeapon_OnWeaponFired;
     shootWeapon.OnWeaponReload += ReloadWeapon_OnWeaponReload;
     Instance = this;
 }
 // Start is called before the first frame update
 protected override void Start()
 {
     base.Start();
     if (transform.parent.tag == "Player")
     {
         weaponTrigger = transform.parent.Find("WeaponSoundAlert").gameObject;
         ShootableWeapon shootable = Weapon as ShootableWeapon;
         if (shootable != null)
         {
             shootable.OnWeaponFired += Shootable_OnWeaponFired;
         }
     }
 }