public V_UnitSkeleton_Composite_WeaponInvert(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnim animAimWeaponRight, UnitAnim animAimWeaponRightInvertV, UnitAnim animShootWeaponRight, UnitAnim animShootWeaponRightInvertV) { this.parentObject = parentObject; this.unitSkeleton = unitSkeleton; this.animAimWeaponRight = animAimWeaponRight.Clone(); this.animAimWeaponRightInvertV = animAimWeaponRightInvertV.Clone(); this.animShootWeaponRight = animShootWeaponRight.Clone(); this.animShootWeaponRightInvertV = animShootWeaponRightInvertV.Clone(); SetInactive(); }
public V_UnitSkeleton_Composite_WeaponReload(V_Object parentObject, V_UnitSkeleton unitSkeleton, UnitAnim animAimWeaponReloadRight, UnitAnim animAimWeaponReloadLeft) { this.parentObject = parentObject; this.unitSkeleton = unitSkeleton; this.animAimWeaponReloadRight = animAimWeaponReloadRight.Clone(); this.animAimWeaponReloadLeft = animAimWeaponReloadLeft.Clone(); SetPositionOffset(new Vector3(0, -2)); isReloading = false; SetInactive(); }
public void SetAnims(UnitAnim animAimWeaponReloadRight, UnitAnim animAimWeaponReloadLeft) { this.animAimWeaponReloadRight = animAimWeaponReloadRight.Clone(); this.animAimWeaponReloadLeft = animAimWeaponReloadLeft.Clone(); SetActive(); }