public ModelPlayer(GameObject node, ModelAttackRoleData attackData) : base(node, attackData) { m_curFoward = m_transform.rotation.eulerAngles.y; SetHands("Glove", "Glove"); UIPrefab prefab = gameObject.GetComponent <UIPrefab>(); Transform weaponNode = prefab.GetNode <Transform>("headusOBJexport009"); m_weapon = weaponNode.GetComponent <ModelWeapon>(); SetWeapon(m_weapon); m_bulletObj = Resources.Load <GameObject>("ModelBullet"); m_weapon.SetBullet(m_bulletObj, OnTriggerEnter); }
public void SetWeapon(ModelWeapon weapon, Action <Collider> attackCallBack = null) { if (weapon == null) { DebugTool.LogError("ModelWeaponRole::SetWeapon weapon is null"); return; } m_weapon = weapon; m_weapon.SetHands(m_leftHand, m_rightHand); m_leftHand = null; m_rightHand = null; if (m_weapon.IsShortWeapon && attackCallBack != null) { m_weapon.SetCallBack(attackCallBack); } }