public void Equip(WeaponAnimation newWeapAnim) { weapAnim = newWeapAnim; //this conditional is really only for the initial equip if (weapAnim.GetWeap() != this) { weapAnim.GetWeap().Dequip(); } newWeapAnim.SetWeapon(this); isEquipped = true; rigid.constraints = RigidbodyConstraints.FreezeAll; transform.parent = weapAnim.transform; transform.localPosition = Vector3.zero; transform.localRotation = Quaternion.Euler(Vector3.zero); }
void ItemDescription() { Ray ray = new Ray(cam.transform.position, cam.transform.forward); if (Physics.Raycast(ray, out RaycastHit hit)) { if (hit.transform.tag == "Weapon") { Weapon lookWeap = hit.transform.GetComponent <Weapon>(); if (lookWeap == weaponHold.GetWeap()) { return; } int attackDif = lookWeap.damage - weaponHold.GetWeap().damage; if (attackDif >= 0) { itemDesc.text = lookWeap.weapName + " +" + attackDif; } else { itemDesc.text = lookWeap.weapName + " " + attackDif; } } else if (hit.transform.tag == "Item") { itemDesc.text = hit.transform.GetComponent <Item>().itemName; } else { itemDesc.text = ""; } } }