private void muzzleFlashStuff()
 {
     CancelInvoke();
     if (MuzzleFlash != null)
     {
         MuzzleFlash.SetActive(false);
     }
 }
 public void ShootAnimEnded()
 {
     CancelInvoke();
     if (MuzzleFlash != null)
     {
         MuzzleFlash.SetActive(false);
     }
 }
 private void muzzleFlashStuff()
 {
     if (MuzzleFlash != null)
     {
         MuzzleFlash.transform.Rotate(new Vector3(0, 0, UnityEngine.Random.Range(0.0f, 360.0f)));
         MuzzleFlash.SetActive(!MuzzleFlash.activeSelf);
     }
 }
        public override void OnStart()
        {
            this.m_type = WeaponMgr.WeaponType.Horse;
            WeaponMgr.AddWeapon(this);

            if (WeaponMgr.ACTIVE_WEAPON)
            {
                WeaponMgr.ACTIVE_WEAPON.gameObject.SetActive(false);
            }

            WeaponMgr.ACTIVE_WEAPON = this;
            WeaponMgr.ACTIVE_WEAPON.gameObject.SetActive(true);
            MuzzleFlash.SetActive(false);

            m_anim = transform.GetComponent <Animator>();
        }
        public override void OnStart()
        {
            this.m_type = WeaponMgr.WeaponType.Automatic;
            WeaponMgr.AddWeapon(this);
            if (WeaponMgr.ACTIVE_WEAPON)
            {
                WeaponMgr.ACTIVE_WEAPON.gameObject.SetActive(false);
            }
            WeaponMgr.ACTIVE_WEAPON = this;
            WeaponMgr.ACTIVE_WEAPON.gameObject.SetActive(true);

            Debug.Log("AKK");
            if (MuzzleFlash != null)
            {
                MuzzleFlash.SetActive(false);
            }
            m_anim = transform.GetComponent <Animator>();
        }
 public void ShootAnimEnded()
 {
     CancelInvoke();
     MuzzleFlash.SetActive(false);
 }