public void DroppedThrowable() { OnItemThrow(); weaponBeingHeld = null; hatImage.sprite = null; if (shootingPS != null) { Destroy(shootingPS.gameObject); } currentBulletManager = null; isHoldingThrowable = false; nextShotAvailable = false; spriteRenderer.sprite = null; }
private void PickUpThrowable(GameObject throwableToPickUp) { weaponBeingHeld = throwableToPickUp.GetComponent <WeaponPickUpTest>().GetWeapon(); weaponBeforeChallenge = weaponBeingHeld; shotSound = weaponBeingHeld.GetShotSound(); bulletTypeImage.sprite = weaponBeingHeld.GetBulletTypeImage(); hatImage.sprite = weaponBeingHeld.GetHatImage(); hatAnimator.SetTrigger(RESET_HAT_TRIGGER); currentBulletManager = throwableToPickUp.GetComponent <BulletManagerTest>(); tipOfTheGun.transform.localPosition = weaponBeingHeld.GetGunTip().transform.localPosition; shootingPS = Instantiate(weaponBeingHeld.GetFiringParticleSystem(), tipOfTheGun.position, Quaternion.identity, transform); OnItemPickup(currentBulletManager.AvailableBulletsCount()); isHoldingThrowable = true; nextShotAvailable = true; spriteRenderer.sprite = weaponBeingHeld.GetSprite(); }