void OnAccessoryInstantiate(ItemSolid itemSolid) { _accessorySolid = itemSolid; _accessory = (Accessory)_accessorySolid.item; _accessorySolid.transform.SetParent(_animator.GetBoneTransform(accessory.targetBone)); _accessorySolid.transform.localPosition = Vector3.zero; _accessorySolid.transform.localRotation = Quaternion.identity; _accessorySolid.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); _accessorySolid.enabled = false; _accessorySolid.GetComponent <Floater>().enabled = false; _accessorySolid.GetComponent <ItemSpawnEffector>().enabled = false; }
void OnWeaponInstantiate(ItemSolid itemSolid) { _weaponSolid = itemSolid; _weapon = (Weapon)_weaponSolid.item; _weaponSolid.transform.SetParent(_animator.GetBoneTransform(weapon.targetBone)); _weaponSolid.transform.localPosition = Vector3.zero; _weaponSolid.transform.localRotation = Quaternion.identity; _weaponSolid.transform.localScale = new Vector3(0.08f, 0.08f, 0.08f); _weaponSolid.enabled = false; _weaponSolid.GetComponent <Floater>().enabled = false; _weaponSolid.GetComponent <ItemSpawnEffector>().enabled = false; //Should Make AttackerNULL and AttackerImpl for ProjectileWeapon _attackSubject = _weaponSolid.GetComponent <AttackSubject>(); _attackSubject.enabled = false; _attackSubject.owner = this; }
void OnWeaponInstantiate(ItemSolid itemSolid) { _weaponSolid = itemSolid; _weapon = (Weapon)_weaponSolid.item; _weaponSolid.transform.SetParent(_animator.GetBoneTransform(weapon.targetBone)); _weaponSolid.transform.localPosition = Vector3.zero; _weaponSolid.transform.localRotation = Quaternion.identity; _weaponSolid.transform.localScale = new Vector3(0.08f, 0.08f, 0.08f); _weaponSolid.enabled = false; _weaponSolid.GetComponent<Floater>().enabled = false; _weaponSolid.GetComponent<ItemSpawnEffector>().enabled = false; //Should Make AttackerNULL and AttackerImpl for ProjectileWeapon _attackSubject = _weaponSolid.GetComponent<AttackSubject>(); _attackSubject.enabled = false; _attackSubject.owner = this; }
void OnAccessoryInstantiate(ItemSolid itemSolid) { _accessorySolid = itemSolid; _accessory = (Accessory)_accessorySolid.item; _accessorySolid.transform.SetParent(_animator.GetBoneTransform(accessory.targetBone)); _accessorySolid.transform.localPosition = Vector3.zero; _accessorySolid.transform.localRotation = Quaternion.identity; _accessorySolid.transform.localScale = new Vector3(0.13f, 0.13f, 0.13f); _accessorySolid.enabled = false; _accessorySolid.GetComponent<Floater>().enabled = false; _accessorySolid.GetComponent<ItemSpawnEffector>().enabled = false; }