protected void revertMesh() { if (m_myMesh == null) { m_myMesh = GetComponentInChildren <s_WeaponMesh>(); } if (m_myMesh != null) { m_myMesh.RevertMeshRotation(); } }
Timer DespawnTimer = new Timer(40.0f); //How long an unheld weapon should remain before despawning, resets after a weapon is picked up public void PositionMesh(int _rotationToUse) { if (m_myMesh == null) { m_myMesh = GetComponentInChildren <s_WeaponMesh>(); } if (m_myMesh != null) { transform.localEulerAngles = Vector3.zero; m_myMesh.SetMeshRotation(_rotationToUse); } }