//Shotgun only
 private void CheckReloadShotgun()
 {
     ammosToReload = weaponInfo.maximumMagazine - weaponInfo.currentMagazine;
     if (ammosToReload <= 0)
     {
         gunAnimation.ReloadEnd();
     }
 }
Example #2
0
    // 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();
    }