/// <summary> /// Initialises the weapon on start. /// </summary> public override void InitialiseWeapon(WeaponInfo data, IEntitySpeed movementAccessors) { this.weaponData = data; this.movementAccessors = movementAccessors; this.weaponTransform = this.transform; this.tag = transform.root.tag; }
private void InitialiseWeapons() { if (weapons.Length == 0) { return; } IEntitySpeed entitytSpeed = this.GetComponent <IEntitySpeed>(); foreach (IWeapon weapon in weapons) { // TODO: data needs to be implemented fgor the controller // TODO: movement accessors needs to be changed for global recognition; weapon.InitialiseWeapon(weaponData, entitytSpeed); weapon.ConfigureWeaponPositioning(LoadoutConfiguration.Pivot); } }
public override void InitialiseWeapon(WeaponInfo data, IEntitySpeed movementAccessors) { }
public abstract void InitialiseWeapon(WeaponInfo data, IEntitySpeed movementAccessors);