//Shotgun only private void CheckReloadShotgun() { ammosToReload = weaponInfo.maximumMagazine - weaponInfo.currentMagazine; if (ammosToReload <= 0) { gunAnimation.ReloadEnd(); } }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { // //} // OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { weaponAnimation = animator.GetComponent <WeaponAnimation>(); weaponAnimation.ReloadEnd(); }