public void AttachWeapon() { foreach (GameObject oldObjects in weaponObjects) { Destroy(oldObjects); } foreach (ObjectAndAttachment oAndA in playerMain.GetWeapon().objectAndAttachments) { GameObject temp = (GameObject)GameObject.Instantiate(oAndA.objectPrefab); temp.GetComponent <Renderer>().material.color = playerMain.GetWeaponInst().GetHalfQualityColor(); weaponObjects.Add(temp); temp.GetComponent <Renderer>().material.color = playerMain.GetWeaponInst().GetHalfQualityColor(); foreach (Transform t in attachmentPoints) { if (string.Equals(t.name, "_" + oAndA.attachmentNameHold)) { temp.transform.parent = t; } temp.transform.localPosition = Vector3.zero; temp.transform.localRotation = Quaternion.Euler(0, 0, 90); } weaponObjects.Add(temp); } //weapon.SetupHurtbox(weaponObjects [0].GetComponent<HurtBox>()); }
public void UpdateAbilityIconFromItem(ItemType itemType) { if (itemType == ItemType.weapon) { abilityIcons[0].UpdateIcon(playerMain.GetWeapon().action); } if (itemType == ItemType.armor) { abilityIcons[1].UpdateIcon(playerMain.GetArmor().action); } if (itemType == ItemType.artifact) { abilityIcons[2].UpdateIcon(playerMain.GetArtifact().action); } }
public void SetWeaponBasicAttackSpeed() { float attackSpeed = playerMain.GetWeapon().GetRealSpeed(playerMain.GetWeaponInst().quality); weaponBasicAttack.maxCooldown = attackSpeed; }