//-------------------------WEAPON ON HAND------------------------------------ public void PutWeaponInHand(WeaponConfig weapon) { GameObject weaponPrefab = weapon.GetWeaponPrefab(); GameObject powerAttackParticlePrefab = weapon.GetWeaponPowerAttackGlowPrefab(); currentWeaponInUse = weapon; Destroy(instantiatedWeapon); Transform weaponHandT = RequestDominantHand(); instantiatedWeapon = Instantiate(weaponPrefab, weaponHandT); instantiatedWeapon.transform.localPosition = currentWeaponInUse.weaponGrip.localPosition; instantiatedWeapon.transform.localRotation = currentWeaponInUse.weaponGrip.localRotation; if (powerAttackParticlePrefab != null) { GameObject powerAttackParticleObj = Instantiate(powerAttackParticlePrefab, instantiatedWeapon.transform); powerAttackParticleObj.transform.localRotation = currentWeaponInUse.particleGrip.localRotation; powerAttackParticleObj.transform.localPosition = currentWeaponInUse.particleGrip.localPosition; particleEffectToUse = powerAttackParticleObj.GetComponent <ParticleSystem>(); } //print("Put the " + weapon + " in " + gameObject + "'s hand"); WeaponDependantAnimation(); }