public void StatusChange(Gun_Status status) { _autoType = status.Mode_Type; ShootPos = status.ShootPos; ZoomCamera = status.ZoomCamera; Standard_Accuracy = status.Accuracy; Accuracy = status.Accuracy; None_Aim_Acc = Accuracy; Gun_Power = status.Gun_Power; Rate_Of_Fire = status.Rate_Of_Fire; Recoil_value = status.Recoil_value; ReloadTime = status.ReloadTime; if (On_Reload_Delay) { StopCoroutine("Weapon_Reload"); On_Reload_Delay = false; Reload_Gauge.value = 1; } Magazine = status.Magazine; Ammo = Magazine; AmmoText.text = Ammo.ToString() + " / " + Magazine.ToString(); }
void Gun_Ready(GameObject New_Gun) { Gun_Status GS = New_Gun.GetComponent <Gun_Status>(); New_Gun.transform.parent = Gun_Pos; New_Gun.transform.position = Gun_Pos.position; New_Gun.transform.localEulerAngles = GS.StandardRotation; }
void Awake() { shooting = GetComponent <Shooting>(); PickUp_Text.enabled = false; if (EquipGun) { Gun_Status gunStatus = EquipGun.GetComponent <Gun_Status>(); gunStatus.ZoomCamera.targetDisplay = 0; shooting.StatusChange(gunStatus); Target = gunStatus.ShootPos; EquipGun.GetComponent <BoxCollider>().enabled = false; EquipGun.GetComponent <Rigidbody>().useGravity = false; } }
void Get_Gun(GameObject New_Gun) { Gun_Status GS = New_Gun.GetComponent <Gun_Status>(); Destroy(EquipGun.gameObject); GS.ZoomCamera.enabled = false; GS.ZoomCamera.targetDisplay = 0; Target = GS.ShootPos; New_Gun.GetComponent <BoxCollider>().enabled = false; New_Gun.GetComponent <Rigidbody>().useGravity = false; Gun_Ready(New_Gun); Gun_Change(New_Gun); }