/// <summary> /// Initialize any starting values. /// </summary> protected override void OnEnable() { base.OnEnable(); m_ShootableWeapon = target as ShootableWeapon; m_ShootableWeapon.ReloadAnimatorAudioStateSet.DeserializeAnimatorAudioStateSelector(m_Item, m_Item.GetComponentInParent <UltimateCharacterController.Character.UltimateCharacterLocomotion>()); }
// Start is called before the first frame update void Start() { randomPunch = new System.Random(); shootWeapon = GetComponent <ShootableWeapon>(); shootWeapon.OnWeaponFired += ShootableWeapon_OnWeaponFired; shootWeapon.OnWeaponReload += ReloadWeapon_OnWeaponReload; Instance = this; }
// Start is called before the first frame update protected override void Start() { base.Start(); if (transform.parent.tag == "Player") { weaponTrigger = transform.parent.Find("WeaponSoundAlert").gameObject; ShootableWeapon shootable = Weapon as ShootableWeapon; if (shootable != null) { shootable.OnWeaponFired += Shootable_OnWeaponFired; } } }